Base Class: Wizard
The Arcanamauch is an ancient wizard tradition that has been mostly lost. This ancient wizard tradition is one that keeps it secrets closely guarded, training in secret monasteries throughout the multiverse and are hidden by powerful magics. Few of their noble cloisters are still known to remain, even among their own members. They were once dedicated guardians and agents of academies, colleges, monasteries, repositories, or temples devoted to magic in all its varied forms. Should those of this tradition discover one another again, they could once more soar at heights few have known.
These elite wizards train in combat magic and mystical martial rotes that extend back into antiquity long forgotten and lost. They are wizardly martial artists who focus their magical studies not only in arcane magics but in all forms of magic. They strive to unite their mind, body, and soul together with all magic, to create a perfect self and reach the highest levels of enlightenment.
The names and titles given to wizards who belonged to these various orders often stemmed from the particular weapons they trained with or the monasteries to which they belong.
Martial Rote Offense
2nd-level Arcanamauch feature
When you choose this tradition at 2nd level, you have trained and meditated on the flow of combat and the movements of the body through devoted magical rotes that you have learned. You now know how to attack and defend yourself in a way unlike any other combatant. You gain proficiency with a single simple or martial weapon of your choice. This weapon can be any simple or martial melee that lacks the heavy or special properties. When using a weapon of this type, you may use your Intelligence modifier instead of your Strength or Dexterity for attack and damage rolls with it.
Martial Rote Defense
2nd-level Arcanamauch feature
Starting at 2nd level, you learn how to weave threads of magical protection through and around your body, as well as how to read and predict the most imminent dangers during combat. When you are not wearing armor and not using a shield, you can use your action to activate this protection. While activated, your AC equals 12 + your Intelligence modifier + your proficiency bonus. This effect lasts for 1 hour. You can use this ability a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.
Breadth of Magic
2nd-level Arcanamauch feature
Beginning at 2nd level, you learn two cantrips, which can be chosen from any spell list, and Intelligence is your spellcasting ability for them.
You learn one additional spell, and one of the two spells you learn at this level, and every odd level hereafter, may be chosen from any spell list. These spells must be of a level for which you have spell slots, and they count as wizard spells for you.
Although these spells count as wizard spells for you, they cannot be chosen as part of your spell mastery class feature unless they were chosen from the wizard spell list.
Magical Alacrity
6th-level Arcanamauch feature
You magical alacrity allows you to attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Your speed increases by 15 feet. At 10th level, your speed increase by another 5 feet and you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Potent Magic
10th-level Arcanamauch feature
Starting at 10th level, your knowledge of magic has expanded, and your spells have become more refined, making them stronger. You learn one cantrip of your choice from any spell list and Intelligence is your spellcasting ability for it.
Additionally, you may add your Intelligence modifier to all damage rolls you make with any cantrip you cast, and your spell save DC increases by 2.
Arcanamauch Grandmaster
14th-level Arcanamauch feature
At 14th level, you have devoted a great deal of time in arcane study and general research. You gain proficiency with the Intelligence(arcana) and Intelligence(investigation) skills, if you weren’t already, and you double your proficiency bonus on all rolls using these skills. You learn one cantrip of your choice from any spell list, and Intelligence is your spellcasting modifier for it.
You no longer require food or water, and you only need 4 hours of rest to benefit from a long rest. You also age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. You also gain proficiency in two additional saving throws of your choice.
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