Base Class: Wizard
The School of Combat Wizard is stronger and more durable than most Wizards. They rely more on their unarmed strikes and melee combat than ranged attack spells.
Illusion Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.
Powerful Punch
From 2nd level, you become proficient in strength attacks.
You also gain access to powerful punch, which is much more powerful than an unarmed strike. When using powerful punch, you are able to add a modifier to your attack, depending on the size of your enemy. If they are smaller than you, you get a +1, if they are a similar size, you get a +2, and if they are at least double your size, you get a +4 to hit.
Natural Mage Armour
Your body is naturally infused with magic. From 6th level, your unarmed strikes count as magical attacks, and you get a +4 to your AC.
Illusory Self
Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
Once you use this feature, you can’t use it again until you finish a short or long rest.
War Mage
At 14th level, you can cast any spell as a bonus action, as long as your action is not another spell (you may cast a cantrip though).
Previous Versions
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10/29/2021 12:21:54 PM
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