Wizard
Base Class: Wizard

This class specialises in close combat spellcasting, rewarding the player for getting in there and being the muscle wizard you've always wanted to be. 

Arcane POWER!

2nd-level School of Self Feature

You gain proficiency in melee Martial weapons.

And you calculate your AC as follows : 10 + your dexterity Modifier + your consitution modifier. 

Matter Over mind

2nd-level School of Self feature

{{proficiency}} times per short rest, you can cast your spell using your consitution or strength score as your spellcasting ability instead of intelligence.

When doing so, choose one modifier to the spell's cast.

"Whoops" -You can reduce the range of the cast to self, if you do, the spell's damage is increase by your spellcasting ability modifier and you become immune to the damage you would take from your own spell.

"We like big booms" - If the spell does damage, You can decrease the spells damage equal to your proficiency bonus if you do, the spells area of effect increases by 5ft

"Smash!" - If the spell affects a creature, you can move the creature 5ft in any direction. This movement does not provoke attacks of opportunities.

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 short rest.

Extra Attack

6th-level School of Self

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Arcane Overflow

You can channel your magics to burst around you.

As a bonus action, you enter a stance. You gain resistance to fire, acid, cold, lightning, poison and thunder damage, melee attacks attacks deal bonus damage equal to your profiency and you can add either your str mod or con mod to arcana checks.

Whilst in this state, when you make an attack roll, you can replace one of the attacks with a spell from the Evocation school.

Your state lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.

After leaving the state, you cannot re enter the state until you finish a long rest or use a 3rd level spell slot to re activate the state.

To be configured

To be configured

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