Base Class: Wizard
In a realm where magic and martial prowess intertwine, a distinctive group of practitioners has emerged—the followers of an esoteric tradition that harmoniously blends the scholarly pursuit of wizardry with rigorous training in martial arts. This amalgamation of two seemingly disparate disciplines has given rise to a unique fighting style, wherein the somatic components of spells are woven seamlessly into their physical strikes, unleashing the full force of their magical abilities from up-close and personal distances.
The origins of this tradition can be traced back to an era when it was not initially intended for practical combat. Instead, it was conceived as a technique for artful sparring, where practitioners sought to hone their magical aptitude alongside their physical dexterity. Over time, this practice evolved into a formidable combat style, allowing those who mastered it to wield both the art of spellcasting and the art of war with equal finesse.
However, despite its effectiveness and allure, the tradition has not escaped scrutiny from the wider magical community. Other wizards, often adhering to more traditional approaches, view this fusion of magic and martial arts with skepticism. They consider it risky, at best, and criticize it as a misguided application of the wizardry field. They argue that diverting focus from pure magical studies may weaken overall magical prowess and open practitioners up to vulnerabilities in combat.
Nonetheless, the masters of this esoteric tradition are undeterred by the naysayers. Their captivating displays of discipline and arcane prowess continue to attract devoted disciples from all walks of life. Witnessing these masters in action is an awe-inspiring experience, as they seamlessly switch between fluid combat maneuvers and awe-inducing spellcasting, demonstrating the true potential of merging these two disciplines.
What sets these practitioners apart is not only their ability to harness the raw power of spells within their physical attacks but also their understanding of how to combine different types of magic to achieve amplified effects. This mastery over various schools of magic allows them to enhance their physical abilities, read the flow of battle with uncanny precision, and anticipate their opponents' moves.
In their pursuit of excellence, they undergo grueling training regimes that test both their physical endurance and mental fortitude. The path to becoming a master in this tradition is arduous, but those who persevere are rewarded with a versatile skill set that grants them an advantage in diverse combat scenarios.
While the esoteric tradition's popularity might not match the wider wizarding community, its influence cannot be denied. It has produced legendary fighters and sorcerers known for their unparalleled combination of martial prowess and spellcasting proficiency. Some of these revered individuals have become legendary figures, renowned for their heroic deeds on the battlefield and their contributions to the ever-evolving understanding of magic.
In conclusion, the followers of this esoteric tradition have carved a niche for themselves in the world of magic and combat. By intertwining the scholarly pursuit of wizardry with the disciplined practice of martial arts, they have crafted a formidable fighting style that seamlessly combines the art of spellcasting with the art of war. Despite facing criticism from traditionalists, the allure of this tradition persists, as its masters continue to inspire awe and attract dedicated disciples to carry the legacy of this unique fusion into the future.
Arcane Fist
Starting at 2nd level, you've learned to infuse your fists with arcane power. You gain the following benefits:
● Your unarmed strikes can deal 1d4 damage on a hit. You can replace the damage type of your unarmed strikes with any damage type that appears in the wizard spells you have prepared. You can use Intelligence instead of Strength for the attack and damage rolls of your unarmed strikes.
● When you cast a spell that requires you to make a ranged spell attack that originates from you, you can make a melee spell attack with a range of touch instead.
● Whenever you cast a wizard spell of 1st level or higher with a range of touch, you can add your Intelligence modifier to one damage roll of that spell.
Martial Arcanist Training
Also at 2nd level, you've trained rigorously to mitigate some of the risks that come with casting spells in close combat. You gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, or Perception. In addition, your hit point maximum increases by 2 when you gain this feature and increases again by 1 whenever you gain a level in this class, and you can take the Disengage action as a bonus action on your turn.
Acrobatics
You have proficiency in the Acrobatics skill.
Athletics
You have proficiency in the Athletics skill.
Perception
You have proficiency in the Perception skill.
Arcane Combo
Starting at 4th level, you've practiced weaving unarmed strikes into the gestures that summon your spells' effects. Once on each of your turns when you use your action to cast a wizard spell that has somatic components, you can make one unarmed strike as part of the same action immediately before or after the spell is cast.
Mage Muscles
Starting at 10th level, you've elevated the simple spells that other mages use to shield themselves, bolstering your strength with arcane sinew. You gain the following benefits:
● You add the mage armor spell to your spellbook if it isn’t there already, and you can treat mage armor as if it had the ritual tag. When you cast mage armor on yourself, your base AC becomes 14 + your Dexterity modifier.
● While under the effects of mage armor, the damage of your unarmed strikes increases to 1d8.
● Whenever you make a Strength or Dexterity check or saving throw while under the effects of mage armor, you can give yourself a bonus to the roll equal to your Intelligence modifier. You can do so after you roll the die for the ability check or saving throw, but before the Game Master tells you whether you succeed or fail.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Arcane Release
Starting at 14th level, you've begun to unlock the secrets of a dangerous technique that converts your life force to arcane power and vice versa, allowing you to shirk your mortal limits. As a bonus action, you can expend a spell slot of 1st level or higher to perform an Arcane Release, magically pushing past your body's limits. You gain the benefits of breaking one of the limits listed below. The limit you choose must be of an indicated level less than or equal to the level of the spell slot you expended. Breaking a limit emits a thunderous boom audible up to 300 feet away. Your Arcane Release lasts for 1 minute, during which magical energy pours from your body, emitting bright light in a 5-foot radius and dim light 10 feet beyond that. While your Arcane Release remains active, you can use a bonus action on subsequent turns to break a different limit, gaining its benefits in addition to those already active. Exhaustion levels suffered from breaking limits are cumulative; you suffer two levels of exhaustion if you break both the Limit of Space and Limit of Force during your Arcane Release, for example. Your broken limits' benefits last for the duration of your Arcane Release. Your Arcane Release ends early if you fall unconscious, drop to 0 hit points, or die. Once you've used this feature, you can't use it again until you finish a long rest.
Limit of Force
The light of your Arcane Release becomes a mighty tide of magical force. The space within 10 feet of you is difficult terrain for your enemies. Whenever you deal damage with an attack or spell, you can change the damage type to force. Once on each of your turns when you hit a creature with an attack, you can push it up to 10 feet towards or away from you. Pushing past this limit taxes you greatly. When your Arcane Release ends, you suffer 1 level of exhaustion.
Limit of Skill
You become the perfect product of your training, maximizing the potential of your skill. You make melee attack rolls with advantage.
Limit of Space
Your body becomes partially arcane, allowing you to bypass mundane laws of mortal movement. You gain a flying speed equal to your walking speed, and you can teleport up to 30 feet to an unoccupied space that you can see as a bonus action. Pushing past this limit taxes you greatly. When your Arcane Release ends, you suffer 1 level of exhaustion.
Limit of Speed
Arcane power propels your legs and heightens your reflexes. Your walking speed increases by 10 feet, you can Dash as a bonus action, and you have advantage on Dexterity checks and saving throws.
Limit of Stamina
Arcane energy becomes a second well of life force, allowing you to fight past any strain. You gain temporary hit points equal to your Intelligence modifier when you break this limit and again at the start of each of your turns.
Limit of Strength
You push past the limits of your muscles, striking your foes with uncanny strength. You gain a bonus to the damage rolls of your unarmed strikes equal to your proficiency bonus, and you have advantage on Strength checks and saving throws.
Limit of Thought
You focus your mind, accelerating your thoughts with jolts of arcane power. You have advantage on Intelligence checks and saving throws, and if you fail a Constitution saving throw to maintain concentration on a spell, you can use your reaction to succeed instead.
Limit of Will
Your conviction surges in waves of tangible presence. You have advantage on Wisdom saving throws, and you are immune to the charmed and frightened conditions. If you are charmed or frightened when you break this limit, the effect is suspended for the duration of your Arcane Release. When a hostile creature ends its turn within 5 feet of you, you can use your reaction to attempt to startle it with the sheer force of your will. The creature must succeed on a Wisdom saving throw against your wizard spell save DC or be frightened of you until the end of your next turn. Pushing past this limit taxes you greatly. When your Arcane Release ends, you suffer 1 level of exhaustion.
The Forbidden Limit
Pure arcane power animates your body, combining devastating strikes with diamond-hard defense. Your melee attacks score a critical hit on a roll of 19 or 20, and you have resistance to all damage. If you would drop to 0 hit points, you can expend a spell slot of 3rd level or higher to drop to 1 hit point instead. Pushing past this limit can prove fatal. When your Arcane Release ends, you suffer 1 level of exhaustion, and you must succeed on a DC 15 Constitution saving throw or immediately drop to 0 hit points, automatically failing two death saving throws.
Comments