Base Class: Wizard
Dreadmancers are magical skirmishers, adept at dealing death from any range, but they prefer to be closer than your average wizard. Empowering their weapon attacks with magic and taking grim delight in assaulting enemies who are already debilitated.
Bonus Proficiencies
At 2nd level you have proficiency with light armor, shields, all simple and martial ranged weapons, as well as the Short Sword, Scimitar, Rapier and Whip.
Wisps of Magic
At 2nd level when you are actively using magic you can channel wisps of magical energy into your weaponry. You may use your Intelligence score when making melee or ranged weapon attacks instead of your Dexterity score as long as you are concentrating on a spell. Additionally while you maintain concentration, your melee and ranged weapon attacks gain a bonus to hit and damage equal to half your proficiency bonus rounded down.
Extra Attack
At 6th level you can attack twice, instead of once, whenever you take the Attack action on your turn.
Dread Terror
At 10th level when attacking a creature who is Blinded, Charmed, Deafened, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned or Unconscious and you don't have disadvantage on the attack roll, any weapon attack you make that lands deals critical damage.
Dread Skirmisher
At 14th level when you land a critical hit or deal critical damage with the Dread Terror subclass feature, you can choose to teleport up to 60ft and make a single melee or ranged weapon attack. The attack must target a creature you have not damaged this turn with a weapon attack. This attack can activate itself creating a cascade of Dread Skirmisher attacks, however you cannot make more than 3 Dread Skirmisher attacks in a combat round.
Previous Versions
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