Comments from the Finger: Another take on the Daggerspell mage, this time from the perspective of a wizard that's obsessed with knives.
School of Razormancy
Conjuration is a specific field of magic, but it takes a special, or at least especially deranged, wizard to specialize in conjuring blades. Wizards of the School of Razormancy, often called Razor Mages, are formidable foes in combat, for their singular obsession with sharp things lends them considerable skill for violence. Often, they are experts in blending stealth, swordplay, and spellcasting in ways few other mages can equal.
Beginning when you choose this tradition at 2nd level, you gain proficiency with all simple melee weapons, as well as scimitars and shortswords.
Additionally, you can always find a blade at hand. You can use your bonus action to summon a dagger and draw it to your hand out of thin air. This dagger vanishes when you use your bonus action to dismiss it, or 10 minutes after it has left your grasp.
At 2nd level, when you cast a cantrip which requires a single spell attack roll, you can channel this spell through a melee weapon you are holding. Make a melee weapon attack against a target within your reach. On a hit, the cantrip successfully hits the target and also deals weapon damage as normal.
Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Spontaneous Cloud of Daggers
Starting at 10th level, you can cast a limited version of the spell cloud of daggers without preparing the spell or expending a spell slot. The effects of this spell last only until the beginning of your next turn.
At 14th level, all melee weapon attacks you make deal double damage.
Changelog: 7/1/16: Warmonger: No bonus action attack anymore -- just double melee weapon damage
7/2/16: Razor Savant: Proficiency reduced to all simple melee weapons and scimitar and shortsword. Bonus action to summon and dismiss a dagger
Daggerspell Strike: Works with all melee weapons