Base Class: Wizard
In the bustling city of Arcanum, renowned for its grand wizard duels, a new champion emerged from the shadows. Known as Thalor the Fist, he was once an ordinary scholar until he discovered ancient texts detailing the art of enhancing one's physical form with magic. Through relentless training and rigorous study, Thalor mastered the Arcane Pugilist techniques, blending spellcraft with raw physical strength. In the dueling arena, he astounded audiences by deflecting powerful spells with a shimmering shield of arcane energy and then swiftly closing the distance to deliver crushing blows with his magically empowered fists. Thalor's unconventional approach and unmatched prowess made him a legend, inspiring awe and fear in equal measure among both allies and rivals.
Arcane Fists
You learn to enhance your physical attacks with arcane energy. When you select this tradition at 2nd level, you can use your Intelligence modifier instead of Strength or Dexterity for attack and damage rolls of your unarmed strikes and melee weapon attacks. Your unarmed strikes deal 1d6 damage. This die changes as you gain wizard levels, increasing to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.
Magical Vitality
Your work in arcane enhancement has fortified your physical resilience. Starting at 2 level, your hit point maximum increases by an amount equal to your wizard level, and it increases by 2 hit point whenever you gain a level in this class. This represents the arcane energy continuously strengthening your body, making you tougher and more durable than other wizards.
You may also use a bonus action expend a spell slot to heal for 1d4 per level of the spell, you may use this feature up to your proficiency bonus until you long rest.
Magically Enhanced Defense
Starting at 6th level, your mastery of arcane magic allows you to protect yourself more effectively. When you are not wearing armor or wielding a shield, your AC equals 10 + your Intelligence modifier + your Dexterity modifier
Extra Attack
At 6th lv you gain the ability to attack twice on an action
Arcane Speed
At 10th level, you learn to channel magic into your movements, allowing you to close the distance to your foes swiftly you speed becoming so immense you seem to teleport. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space that you can see.
Arcane Combatant
At 14th level, you have achieved the pinnacle of combining magic with martial prowess. When you cast a spell of 1st level or higher, you can make one unarmed strike as a bonus action. Additionally, once per turn when you hit a creature with an unarmed strike, you can choose to unleash a surge of arcane energy. The target must make a Strength saving throw against your wizard spell save DC. On a failed save, the creature takes force damage equal to 2d10 + your Intelligence modifier and is pushed up to 20 feet away from you. On a successful save, the creature takes half damage and isn't pushed.
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