Prerequisites: At least 2 level of Sorcerer or the "Metamagic Adept" Feat And Str or Dex 13 or higher. This class counts as half caster in the multiclasing table.
-Weapon Focus:
Starting at 1st level, You become proficient with Simple melee weapons, rapiers, shortswords. When you atack with one of those weapons, you can use your spell casting modifier, instead of Strength or Dexterity, for the atack and damage rols. And use them as your spell casting focus. Whenever you roll a nat 1 in one of your attacks with a melee weapon you roll on the Wild Magic table. Also if you roll a nat 20 you can choose to do normal damage but cast a cantrip as a free action. Also your hit dice becomes a d8 in this class and the sorcerer class.
-Arcane Combat:
Starting at 1st level, whenever you take the Attack action on your turn. You can spend 1 sorcery point to cast a cantrip as a bonus action. You also gain 1 extra sorcery point.
-Arcane Fighting Techniques:
Starting at 2nd level, when you make a melee weapon attack, you can expend 1 sorcery point and your attack gains a bonus to roll a d8 on this table to determine the effect. If the attack doesn´t hit you don´t spend the sorcery point unless its "Guieded Strike". Some of these features require your target to make a saving throw to resist the feature’s effects they use your Spell DC.
1-Flurry Strike: You can make another attack as a bonus action. And your movement does´t provokes opportunity attacks
2-Quake Strike: If the target is Large or smaller it must succeed on a Dexterity saving throw or be knocked prone.
3-Guieded Strike: You gain a +4 to the attack roll. You can spend more sorcery points the bonus increases by 1 for each extra point.
4-Wounding Strike : The target takes 1d4+1 extra necrotic damage, you regain hit points equal to the extra damage. You can spend more sorcery points the bonus increases by 1 for each extra point.
5-blinking Strike: You teleport up to 20 feet to an unoccupied space you can see without provoking opportunity attacks. You can spend more sorcery points the distance increases by 5f for each extra point.
6-Shielding Strike: You gain 1d4+2 temporaly hit points. You can spend more sorcery points the bonus increases by 2 for each extra point.
7-Radiant Strike: Each creature that you choose in a 10f radius must succeed on a Constitution saving throw be blinded until the start of your next turn.
8-Elemental Strike: The target takes 1d6 extra of acid, cold, fire, lightning, or thunder. Your Choice. You can spend more sorcery points the bonus increases by 1d6 for each extra point. with a max of 3d6.
-Spell Arsenal:
Starting at 2nd level, You learn 1 extra spell. You also learn another spell at level 4 in this class.
-Arcane Talent:
Starting at 3rd level, On your turn you can use your bonus action to spend a level 2 spell slot to make a weapon magical with a +1 bonus to attack rolls and damage rolls. When you spend a spell slot of 4th level or higher, the bonus increases to +2.
When you spend a spell slot of 6th level or higher, the bonus increases to +3.
-Enhanced Arcane Fighting:
Starting at 3rd level, Whenever you use your "Arcane Fighting Techniques" feature you can spend 1 extra sorcery point to choose the effect. You also gain 1 extra sorcery point.
-Ability Score Improvement:
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
-Extra Attack:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You also gain 1 extra sorcery point.