Base Class: Wizard
Physical Fortitude
2nd-level Bulwark Caster feature
You gain proficiency with shields, light armor, medium and heavy armor and you gain proficiency with three martial weapons of your choice.
Your hit point maximum also increases by 2 and increases by 2 again whenever you gain a level in this class.
Unerring Shield
2nd-level Bulwark Caster feature
You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell while equipped with a shield. The bonus equals your Intelligence modifier (minimum of +1).
Additionally, when an enemy within 15 feet of you misses an attack against you, you can use your reaction to cast a cantrip. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Close Range Specialist
6th-level Bulwark Caster feature
Whenever you cast a cantrip at a target within 15 feet of you that is not made as part of a weapon attack, you can use a bonus action on the same turn to cast a second cantrip. Additionally, you can add your Intelligence modifier to one damage roll of any wizard spell that targets a creature within 15 feet of you.
Implacable Defender
10th-level Bladesinging feature
You can use magic to augment your physical athleticism and reactions. When a creature within 15 feet makes a Strength, Consitution or Dexterity check or saving throw, you can grant them advantage or disadvantage on that roll.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Might and Magic
14th-level Bulwark Caster feature
Your spells are infused with a mix of raw and magical strength. When a spell you cast damages a creature, if that creature is Large or smaller and within 15 feet of you, you can force it to make a Strength saving throw against your spell save DC or be pushed back 5 feet or knocked prone (your choice).
Additionally, during a short or long rest you can inscribe one shield or piece of armor with magical runes that channel your magic. Until the end of your next long rest or until you die, the object is granted a +1 bonus to any AC it provides and can be used to cast Shield once without expending a spell slot. Once you use this feature, you can’t use it again until you finish a long rest.
Physical Fortitude
2nd-level Bulwark Caster feature
You gain proficiency with shields, light armor, medium and heavy armor and you gain proficiency with martial weapons.
Your hit point maximum also increases by 2 and increases by 2 again whenever you gain a level in this class.
Unerring Shield
2nd-level Bulwark Caster feature
You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell while equipped with a shield. The bonus equals your Intelligence modifier (minimum of +1).
Additionally, when an enemy within 15 feet of you misses an attack against you, you can use your reaction to cast a cantrip. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Close-Range Specialist
6th-level Bulwark Caster feature
Whenever you cast a cantrip at a target within 15 feet of you that is not made as part of a weapon attack, you can use a bonus action on the same turn to cast a second cantrip. Additionally, you can add your Intelligence modifier to one damage roll of any wizard spell that targets a creature within 15 feet of you.
Implacable Defender
10th-level Bulwark Caster feature
You can use magic to augment your physical athleticism and reactions. When a creature within 15 feet makes a Strength, Consitution or Dexterity check or saving throw, you can grant them advantage or disadvantage on that roll.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Might and Magic
14th-level Bulwark Caster feature
Your spells are infused with a mix of raw and magical strength. When a spell you cast damages a creature, if that creature is Large or smaller and within 15 feet of you, you can force it to make a Strength saving throw against your spell save DC or be pushed back 5 feet or knocked prone (your choice).
Additionally, during a short or long rest you can inscribe one shield or piece of armor with magical runes that channel your magic. Until the end of your next long rest or until you die, the object is granted a +1 bonus to any AC it provides and can be used to cast Shield once without expending a spell slot. Once you use this feature, you can’t use it again until you finish a long rest.
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