My biggest issue with that is a lack of spells that can be used with weapons. I don't want a fighter who can cast fireball.
Paladins have all sorts of smites, healing, and mystic auras to supplement their weapons. They have their own spell list designed for holy weapon combat.
Rangers have hunters mark, ensnaring strike, and Zephyr strike, lightning arrow, and Ashardalon's Stride to supplement their attacks. They have their own spell list designed for magical bow combat.
For arcane, booming blade and green flame blade are big steps in the right direction, but there needs to be a lot more.
I want a fighter who can telport behind an enemy to surprise attack him. Or who makes his sword invisible and harder to block. Someone who can disguise himself as an ally so the enemy doesn't know who is who. Who can summon a weapon. Or who can put himself and another creature into a pocket dimension where they duel one on one.
A lot of those could be added as spells, or they could be features in a new class. There is no spell list for arcane weapon combat.
I respectfully disagree. The arcane spell list (understand: (5e's wizard+warlock spell list. No, sorcs do not have a spell list) offers plenty of
badass manga-like fighting spells.
Teleport behind an enemy to surprise attack him? Misty step.
A sword invisible harder to block? Shadow blade reads "
when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage."
Disguise as the enemy's ally for confusion? Disguise self not withstanding, you're probably heavily underestimating phantasmal force.
Summon a weapon? You really hate Shadow blade, don't you?
Otherly dimension duel? That's wish territory. Depending on the conditions, the effects you describe border on the realm of 9th level.
So you see, there is plenty of options for arcane weapon combat. Actualy, make your life simpler and simply assume there are arcane options for
everything. Even porn.
...
Forget I wrote that.
Anyway:
the spells are there. What's missing is
something that both has the spell slots early enough to make use of it before the end of the campaign, and the bulk to survive bringing them in melee range.
Plus feature that sublimate the base effects of those spells (exemple: generic level 3 theoretical Gish feature - You have advantage on weapon attacks when landing from a teleportation effect. There. You got your
teRepoLUtationuuuu suRashuuuuuu)
If I may be so bold, I would hazard the guess that what you're looking for is not options, but explosiveness. You want to feel like your combat is an Avenger's movie. Or a Shonen. Or a Gods of War game.
And there is nothing wrong with that.
That said, that mentality should not be represented in the core RAW. Because once they open that gate, you can't take the toy back from the kids.
The good news though? Homebrew is
meant to be overpowered. So go wild, tiger.
Also: Have you ever tried 3.5 or Pathfinder? Something tells me it might just be right up your alley.
In my opinion, anyway.