Wizard
Base Class: Wizard

You study the immense strength that comes from harnessing the weave and specialize in a "hands on" approach.

Blast Shield

Starting at 2nd level, you have developed both a passive and an active method of defending yourself since you are often caught in your own spells.

You are always under the effect of Mage Armor, take half damage from your own spells, and have Advantage on Saves made against them.

A number of times each long rest equal to your Proficiency Bonus.
As a Reaction whenever you take damage, gain Temp Health equal to 1d6+proficiency+Int, and explode in a 10ft radius centered on yourself, creatures within that radius other than yourself must make a Dexterity saving throw against your spell save DC or take the same roll as Force Damage and be pushed 10 feet away from you. On a successful Save, the creature takes half as much damage and isn't pushed.

Damage and Temp Health increased by 1d6 at levels 6, 10, and 14.

Melee Magic

Starting at 2nd level, your Unarmed Strikes deal 1d4 Bludgeoning Damage, scales with your Intelligence Modifier, and counts as a melee weapon attack, when casting a spell you can attempt to Grapple or make an Unarmed Strike, doing so changes the spell to be touch ranged and your target the center of its effect. You ignore somatic components from spells cast as part of a Grapple or Unarmed Strike.
If the effect of the spell moves them within your reach you can attempt to Grapple or Unarmed strike them after the spells effect if you have not already.

Targets that are Grappled by you have Disadvantage on all Saves against your spells, and your attacks have Advantage against them.
Targets that you land an Unarmed Strike on automatically fail Saving Throws against any spell that was a part of the attack, if the spell is to hit it shares the same roll as the unarmed strike.
Missing the Unarmed Strike results in the spell being cast like a normal spell with them as its target.

You Unarmed Strike Die size increases at levels 6, 10, and 14.
Your Unarmed Strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Dark Flight

Starting at 6th level, while active you are perpetually under the effect of the spell Feather Fall, but while falling you can use your movement during your turn to move as if you were flying, and all height loss occurs almost instantly at the end of your turn rather than gradually during it, so long as you do not have stable footing at the end of your turn.
You can toggle Dark Flight at any time during your turn as a free action, or as a Reaction.

Arcane Dash

Starting at 6th level, a number of times each long rest equal to Proficiency, but only once per turn before or after attempting a Grapple or Unarmed strike you can choose to dash up to 15ft in a straight line without spending your turns movement or provoking opportunity attacks, you can increase the distance traveled by spending your turns remaining movement an equal amount.

Unkillable

Starting at 10th level, you gain Proficiency in all Saving Throws, including Death and if you are stabilized from dying by any means you are revived with 1hp and gain Temp Health equal to your total level.

Ground Zero

Starting at 14th level, once per long rest, when casting a spell with an aoe at touch range you can cause your spell cast have triple the size of the normal aoe with creatures closer to the spells origin taking more damage.
Creatures within the normal range of the spell take double damage, creatures within twice the normal range take normal damage, and creatures within the outer third take half damage.

Example: A spell that would normally explode in a 20ft radius instead explodes in a 60ft radius, the immediate 20ft radius is double damage dice, while creatures further than 20ft take normal damage, and the outer third takes half damage.

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