-TRAINING IN WAR AND SONG: When you adopt this tradition at 2nd level, Because of your dedication in martial training you sacrifice your full arcane potecial but you are more martial adept. Each time you gain a wizard level, you can add one wizard spell instead of two of your choice to your spellbook and Your hit point maximum increases by 1, and it increases by 1 every time you gain a level in this class. you also gain proficiency with light armor, you gain proficiency with one type of one-handed melee weapon of your choice and You also gain proficiency in the Acrobatics skill if you don't already have it. -BLADESONG: Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy a amor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you use medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required). While your Bladesong is active, you gain the following benefits: -You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). -Your weapon gains Finesse if it already doesn't have it. -Your walking speed increases by 10 feet. -You have advantage on Dexterity (Acrobatics) checks. -You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +l). You can use this feature twice. You regain a al expended uses of it when you finish a short or long rest. -SONG OF WAR: Starting at 6th level, You choose a school of magic that you dedicate and represent your style of fighting. While your blade song is active, if you have attack on your turn you can cast a spell of your choosen school as a bonus action on your turn. You can use this feature a number of tim es equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest. -MAGIC AND SONG: Beginning at 10th level, You can power your spells of the school of magic that you choose through your blade song. while your blade song is active you gain these benefits: -Abjuration: when you cast an abjuration spell you gain temporary hit points by an amount equal to five times the spell slot's level. -Conjuration: when you cast a Conjuration spell you can teleport up to 15 feet to an unoccupied space that you can see. -Divination: when you cast a Divination spell you gain advantage on your next attack or give disadvantage on the next attack that they make to you. -Enchantment: when you cast a Enchantment you choose a creature that you can see it has disadvantage on his next saving throw. You can have this effect active on one creature at a time. -Evocation: when you cast a Evocation spell your next attack deals extra d4 of elemental damage by an amount equal to the spell slot's level. you choose one of the following damage types for the extra damage: acid, cold, fire, lightning, or thunder. -Illusion: when you cast a Illusion spell a illusory duplicates of yourself appear in your space. as in the "Mirror Image" spell you can have up to 3 duplicates at a time. -Necromancy: when you cast a Necromancy spell half of the damage of your next attack it becomes necrotic and it deals 1d6 extra necrotic damage. you gain hit point by an amount equal to all the necrotic damage of that attack. -Transmutation: when you cast a Transmutation spell you gain Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you gain this benefit) until your next turn. All of these efects last until the end of your blade song. -SONG OF VICTORY: Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.