At 3rd level you can choose an archetype that fits your preffered method of combat. Choose either Scoping, Sturdy, or Hasty, all detailed at the end of the class desciption. The archetype you choose grants features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Starting at 2nd level, you can use your bonus action to destabilize your weapon, your next attack with that weapon deals an extra 1d4 force damage. The number of dice equals your Magic Modifier, and the die size increases to d6's at level 9 and d8's at level 13. Once you have used this feature a number of times equal to your Magic Modifier, you must finish a long rest before you can use it again.

As a bonus action you can constitute any weapon you are proficient with. This weapon lasts for 1 minute while you are holding it, it dissipates at the end of the round if it is not in your hand. It is considered a magic weapon with a bonus to the attack roll and damage roll equal to your Magic Modifier, use the stat block from Weapon table of the PHB to determine damage die and properties. Additionally you can spend 1 hour absorbing the effects from a magic weapon, when you constitute your Arcane Blade it now has those effects, the original item loses it's magical properties. Each use of this adds to a list of Arcane Blades that are available to be summoned. If the abosorbed item requires attunement then absorbing the item consumes an attunement slot until your release the magic from your arcane weapon, no longer using the special features of the weapon.

As an action you can constitute a shell of arcane energy around yourself that lasts for 1 minute. When you do so your Armor Class equals 10+ your Dexterity modifier + half of your magic modifier, rounded down, minimum of 1. You can spend 1 hour absorbing the effects of a magical piece of armor that you are proficient with, including shields. After abosorbing a piece of armor you can form your arcane shell into that armor. When you constitute your Arcane Armor it now has those magical effects, the original item loses it's magical properties. Each use of this adds to the list of Arcane Armors that are available to be summoned. If the abosrbed item requires attunement then absorbing the item consumes an attunement slot until your release the magic from your arcane shell, no longer using the special features of the armor.

You start with the following equipment, in addition to the equipment granted by your background:

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Elemental Forms

At 11th level, you are able to change the properties of the arcane energy forming your Arcane Blade into elemental energy. When you constitute your Arcane Blade you can form it as one of the following elements: Acid, cold, Fire, Lightning, Necrotic, Radiant. Half of the damage dealt by this weapon is now of that type.

Pure Elemental Forms

When you reach 17th level, you are able to fully convert your weapons into a type of elemental damage instead of just half damage.

Will of the Blades

At 20th level, you are able to realize your armory at will instead of as a bonus action.

Armory Archetype

Different Arcane Armories morph the magic around them into different shapes and forms. These new forms and methods suit many different styles for fighting and each different Armory Archetype reflects that.

Scoping Armory

You train your ability to form magic into a specific shape and in doing so you have increased the stability of the form allowing the weapons to retain their shape for a small amount of time after leaving your direct control.

Weapon Modified - Ranged

Beginning when you choose this archetype at 3rd level, you become proficient with both ranged and thrown weapons (only when being thrown). In addition you are able to stabilize the form of your weapons making them able to last a number of rounds equal to your Arcane Armory Level divided by 3, rounded down.

Projectile Protection

Starting at 7th level, you are able to solidify some of the magic around you without physically touching it. This barrier slightly deflects projectile attacks that are coming at you. You gain additional AC bonus equal to half of your magic modifier, roundered down, when a projectile attacks is made against you.

Unstabilized Ammo

At 10th level, you become able to to forge ammo from the energy wrapped around your ranged weapons. You can create ammo in your weapon as you draw the weapon back. You no longer need ammuntion for your ranged weapons. In addition your ranged attacks with ammuntition deal an extra 1d4 force damage on attacks. Thrown weapons deal an additional 1d8 damage as the weapon sinks in as the magic goes wild and dissapates. You are also able to create a number of thrown weapons equal to your magic modifier each round (they can be spaced throughout the round).

Magical Redirection

Starting at 15th level, you are able to to exert further control over the magic in the tools that you create. Twice per short rest when you miss as attack you can redirect the attack to make a secondary attempt at hitting your target. This redirection has a +2 bonus to hit.

Magic Booster

At 18th level, you are able to use the magic in the weapons and tools that you create to launch them with an even greater force causing your ranged attacks to fly much further. Thrown weapons are able to be thrown from twice the distance and ranged weapon attacks are able to shoot one and half times as far as their normal range would allow.

Sturdy Armory

You learn how to not only weave the magic into your hand but also how to envolop it around your body allowing for it to provide a larger amount of protection from harmful elements.

Shell Modified - Tank

Beginning when you choose this archetype at 3rd level, you become proficient with all martial weapons, light armor, and medium armor.

Ultimate Defences

Starting at 7th level, you gain proficiency with shields and heavy armor. Your Armor has a bonus equal to half of your magic modifier, rounded down. Your sheild has a magic bonus equal to your magic modifier over three, rounded down.

Arc Cleave

At 10th level, you can take a large swing with your weapon as long as it isn't a light weapon. You can use your bonus action to make one of your attacks a large arcing swing. You make one attack roll which competes against the AC of all creatures around you. For each creature that is killed any following creatures hit by the same attack take an additional point of damage.

Magic Step

Starting at 15 level, you no longer have disadvantage on stealth checks for wearing your arcane shell.