Wizard
Base Class: Wizard

Either by undergoing an ancient rite, being taught the technique, or by experimenting on yourself, you have inscribed runes upon your body that change how your power is channeled throughout your body. The runes enhance your physical endurance and capability, but at the cost of your ability to project arcane techniques over long distances.

Spellstriker's Runes

You inscribe runes across your body that internalize your power, allowing you to face your enemies up close, but restricting your targeted spell range to a maximum 30 feet. These runes act as a spell focus for your wizard spells, and grant you the following bonuses:

  • You gain proficiency in Medium Armor, All Weapons, and Shields.
  • You gain also gain an extra 2 hit points per level in this class.

Spellstrike

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal acid, cold, fire, lightning, poison, or thunder damage 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. When using this feature, the weapon it is used with becomes magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Adept Rune Enhancements

You've learned ways to enhance the efficiency of your runes, and modified them accordingly. You now gain the following bonuses:

  1. Your targeted casting range has increased to 40 feet.
  2. You gain proficiency in constitution saving throws.
  3. When targeting yourself with an area of effect spell, you automatically succeed on any saving throws.

Advanced Spellstrike

By 10th level, your weapon remains suffused with power after you use the Spellstrike feature. Whenever you hit a creature with an weapon attack, the creature takes 1d8 of the last damage type you used with the Spellstrike feature. This feature is inactive if you haven't yet used a Spellstrike since your last rest, and once active, the weapon it was used with remains magical for the purposes of overcoming resistance and immunity to nonmagical attacks until a short or long rest is taken.

Master Rune Enhancements

You have altered your runes to draw out as much power as you can safely manage, enhancing your mind and body. You now gain these additional bonuses:

  • Your targeted casting range increases to 50 feet.
  • Your movement speed increases by 15 feet.
  • You gain proficiency in Strength and Dexterity Saving Throws.
  • You have advantage on saving throws against being charmed.

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