Battle Mage
Hit dice: 1d8+con
Prof: martial weapons, light and medium armor.
Level 1: Cantrips, magic defense, spell points
Cantrips: you gain booming blade, green flame blade, and one other arcane cantrip of your choice.
Magic defense. While you are not wearing any armor or shield, your armor class equals 10 + your Dexterity modifier + your Intelligence modifier.
Spell points: you gain a pool of spell points equal to your level in this class. You regain all spell points after a short or long rest. The DC is Int based.
Elemental smite: When you hit a creature with a weapon attack, you can expend a spell points to deal +1d4 extra damage for each point spent. Chose lightning, thunder, cold, or fire.
Level 2
You can expend 2 spell points to cast absorb elements, shield, searing smite, misty step, or thunderous smite. (Possibly just learn 3 of them).
Level 3: sub-class
Arcane archer
Defender
Ninja
Artificer dabbler
Level 4: feat
Level 5: you regain 1 spell point at the start of your turn, up to the max.
You can spend 5 spell points to cast enlarge/reduce on yourself, mirror image, blurr, or ensnaring stike.
6: sub class
7: cast haste or fly on yourself for 7 spell points.
8: feat
9: Select 2 level 3 or lower arcane spell. You can cast it with 7 spell points. 5 if you select a level 2 spell, and 3 if you select a level 1 spell.
10: sub class
11: gain 2 spell points at the start of your turn
12: feat
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