I revamped the Magus almost entirely. You’ll notice that it takes one of its first features from Eldritch Knight and it’s last feature from Valor Bard, but the two core features that make them stand out will do most of the talking for you with a new elemental themed chassis. Enjoy!
Arcane Tradition: Magus
Also known as spellswords or sword mages, magi are known for their skill with weaponry. By capturing traces of the elemental magic of the spells they cast, a magus channels that power back through their weapon. In blending the art of swordplay and magic, a magus is a deadly foe on the battlefield.
At 2nd level you become proficient in light armor and all simple and martial weapons, and you may use any weapon with which you are proficient as a spellcasting focus.
At 2nd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Beginning at 2nd level, when you cast a spell, you can snare some of its elemental magic and infuse it into your bonded weapon. When you cast a spell of 1st level or higher that deals acid, cold, fire, lightning, or thunder damage, you can charge your bonded weapons with an arcane strike. The next time you hit a creature with one of your bonded weapons before the end of your next turn, your bonded weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, deals extra 1d8 damage of that type, and has one of the following effects based on the type of damage you deal and the spell’s level.
Acid. At the start of its next turn, the target takes acid damage equal to your Intelligence modifier + the spell’s level.
Cold. Until the start of your next turn, the creature’s movement is reduced by half and you gain temporary hit points equal to your Intelligence modifier + the spell’s level.
Fire. Each other creature of your choice within 5 feet of the target takes fire damage equal to your Intelligence modifier + the spell’s level.
Lightning. The target can’t take reactions until the start of your next turn and the next time that creature hits another creature with a melee attack before the start of your next turn, it takes lightning damage equal to your Intelligence modifier + the spell’s level.
Thunder. The target is pushed up to 10 feet away from you, plus a number of feet equal to your Intelligence modifier + the spell’s level.
At 10th level, your Arcane Strike’s extra damage increases to 2d8.
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 10th level, when you are dealt damage, you can use your reaction to expend a spell slot to cloak yourself in elemental energy. Choose acid, cold, fire, lightning, or thunder damage. Until the end of your next turn you have resistance to damage of that type. Whenever a creature hits you with a melee attack while it takes damage of the type you chose equal to 5 times the spell slot level and you have resistance to nonmagical bludgeoning, piercing, and slashing damage. These benefits last until the start of your next turn.
At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a wizard spell, you can make one weapon attack as a bonus action.