Base Class: Wizard
The Martial Magi is a Wizard who uses their own body as a spell component. I highly forbidden arcane tactic but an extremely powerful. As they course the weave of magic throughout their veins, they take on all the benefits of being a magical being along with the drawbacks.
DMs note: A Martial Magi can have dispel magic casted upon them or something similar and their magic is disabled for 1 minute.
Might and Magic
2nd-level Martial Magi feature
Beginning at 2nd level, while you wield no weapons, wear no armor or shield, your AC equals 10 + your Constitution modifier + your Intelligence modifier.
Arcane Strike
2nd-level Martial Magi feature
• At 2nd level, after years of studying arcane manipulation, your work has finally come into fruition. Channeling the Arcane into your body has allowed your body to become a magical weapon capable of destruction.
• You gain the following benefits while you are unarmed, and you aren’t wearing armor or wielding a shield:
• You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes to a d6 at 6th level, to a d8 at 10th level, to a d10 at 14th level.
• When you attack with an unarmed strike, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
• When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
Martial Mastery
6th-level Martial Magi feature
You gain proficiency in Athletics & Acrobatics.
Extra Attack
6th-level Bladesinging feature
You can 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.
Arcane Deflection
10th-level Martial Mage feature
When you reach 10th level, you know how to ward yourself against hostile spells. When you are hit with a spell attack roll, you can use your reaction to reduce the damage by 1d10 + your Intelligence modifier + your Wizard level. If you reduce the damage to 0, you can expend a spell slot of equal level (unless the spell was a cantrip) to cast a spell yourself.
You can do this twice per short rest.
Arcane Overcharge
14th-level Martial Mage feature
By 14th level, you know how to exceed your limits when you need to. When you use your action to cast a wizard spell you can use your bonus action to make a number of unarmed strikes equal to the half the level of the spell (rounded up).
You can do this once and regain the ability to do so upon taking a long rest.
You can do this more than once, but upon doing so you gain 1 level of exhaustion & take 1d4 psychic damage for each unarmed strike used.
Previous Versions
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6/9/2024 10:54:03 PM
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