Wizard
Base Class: Wizard

You want to hit stuff and still be a magical little shit? Here ya go

Wizard's Wrath

Beginning when you select this school at 2nd level, you may spend a bonus action to enter Wizard's Wrath for 1 minute. Upon doing so your spell book transforms into a melee weapon with +3 to hit, dealing 1d8 physical (bludgeoning) damage on hit. When you hit a creature, you cast a random first level spell from your prepared spell list onto the creature.

Upon Reaching 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level, your melee attacks can cast using 1 additional spell slot level

Bleed Me Dry

Starting at 2nd level, whenever you run out of spell slots, you may choose to spend one action to roll any amount of hit die. The amount chosen correlates to the amount of spell slot levels you can recharge. Take the damage of the hit dice.

Example: 3 hit die rolled. Roll the hit dice, take the damage rolled. Then, recharge either three 1st level spell slots, one 2nd level and one 1st level spell slots, or one 3rd level spell slot.

Random Bullshit, Go!

Starting at 6th level, you can choose to immediately end Wizard's Wrath, doing so casts 5 random spells from your prepared spells list onto (up to) 5 random creatures. These spells do not adhere to any spell level requirements Wizard's Wrath may have..

Battle Ready

Beginning at 10th level, when Wizard's Wrath is active, you may choose to skip your turn in initiative order, and have 2 actions on your next turn.

Too Angry to Die

Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

Previous Versions

Name Date Modified Views Adds Version Actions
4/12/2023 10:55:21 PM
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