Wizard
Base Class: Wizard

A wizard who studies under the Arcane Armory understand that they could change the tide of battle in an instant. They can open their armory to produce weapons for themselves or for their companions. When outside of battle the Arcane Armory uses their knowledge to build weapons and even transfer magic from one weapon to another. 

Forge and Armory

2nd-level Arcane Armory feature

You gain proficiency with light armor and simple weapon. 

You also gain proficiency in the Smith's Tools skill if you don’t already have it.

Phantasmal Armory

2nd-level Arcane Armory feature

You can open a portal that leads to an Interdimensional Armory of your own. This Armory can hold a number of weapons equal to Proficiency Bonus. Any weapon in this Armory uses your Intelligence modifier to make an attack. The weapon must spend a Short Rest in the Armory to gain this feature. 

As a Bonus Action you can open the Portal to your Armory to retrieve a weapon of your choice. If you are already holding a weapon you can replace it with the same Bonus Action. 

 

 

Extra Attack

6th-level Arcane Armory feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. 

Additionally you gain Proficiency with Martial Weapons and Medium Armor.

Arcane Forge

10th-level Arcane Armory feature

When you find yourself at a forge you can make it magical and transfer Arcane properties between weapons. 

If you attempt to transfer properties of weapons you must roll percentile dice. If you roll a number equal to or lower than your wizard level, the transfer is successful. You can Spend Spell Slots to Increase your chances. The chances increase by 6 times Spell slot level. A 1st level spell slot increase the chances by 6. A 2nd level spell slot increases the chances by 12. 

If you attempt to infuse a magical effect onto a weapon that already has a magical effect then you must roll the percentile twice choosing the higher roll. If its successful the weapon then has both magical effects. Note: A +2 weapon that successfully infuses with a +3 weapon doesn't become a +5. Instead it takes the higher plus bonus.

If your transfer/Fusion is successful, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for Transfer/Infusion succeeds automatically, no roll required.

Arcane Battle Mage

14th-level Arcane Armory feature

When you hit with a weapon attack you can expend Spell Slots to do more damage. When you hit a creature with a weapon attack, you can expend one spell slot to deal Force damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8

When you finish a Long Rest you can choose a number of weapons equal to Proficiency Bonus. These Weapons are placed into the Phantasmal Armory, they do not count towards the weapons you hold in there, and absorb some of the magic.  They deal extra weapon damage equal to your Intelligence Modifier. Additionally if a weapon is affected by this then any spell you cast can originate from them.

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