Wizard
Base Class: Wizard

Domain Spells

WIZARD level Spells
1st Charm Person; Magic Missile
3rd Moonbeam; Spellsong
5th Suggestion; Misty Step
7th Freedom of Movement; Curtain of Moonlight
9th Commune; Plane Shift

Training in the Song and Dance of Eilistraee

2nd-level Spell Dancer feature

You gain proficiency with light armor, a one-handed melee weapon and you gain proficiency with one type of musical instrument of your choice.

Your somatic component can be any song played on this musical instrument that has been blessed by Eilistraee

You also gain proficiency in the Performance skill if you don’t already have it.

Spell Dance

The Spell dance is a ritual performed when a new weapon is forged or focus is acquired by a worshiper of Eilistraee. Her priestesses and priests can call down the Dark Maiden's blessing to protect a weapon from rusting or breaking, and to grant it the ability to harm creatures that can only be wounded by magical weapons. The ritual is done outdoors and by night, by planting the weapon in the ground and dancing around it, drawing a drop of blood from each limb as part of the performance. A wizard can only attempt to invoke Eilistraee's blessing once per night.

While your Spelldance is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

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.

Moonlit Weapon

6th-level Spell Dancer feature

Starting at 6th level, you may imbue a weapon that is affected by Spell Dance with Eilistraee's magic, surrounding it with blue-white flames and empowering its next strike . As a bonus action, expend one spell slot. Until the end of your next turn, you may roll a d4 and add the number rolled to attack rolls that you make. The next time you hit, you deal extra radiant damage, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of your Proficiency bonus. For example, a Proficiency bonus of 3 means a maximum extra damage of 3d6. The effect ends early after a successful hit.

Divine Strike

At 6th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Dance of Silver

10th-level Spell Dancer feature

You can direct your magic to absorb damage while your Spell Dance is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot’s level.

Song of Victory

14th-level Spell Dancer feature

You can add your Intelligence modifier (minimum of +1) to the damage of your ranged weapon attacks while your Spell Dance is active.

Eternal Dance

Starting at 14th wizard level, you ignore difficult terrain and have Advantage on Acrobatics checks. Furthemore, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and half damage if you fail.

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