Wizard
Base Class: Wizard

Arcane Tradition: Enlightened Fist

Believing in strength of body and mind, this wizard has chosen not to specialize in any particular school of magic, instead opting to study martial arts and learning to deliver spells through one's fists. Through a thirst for knowledge and strict physical training, this wizard has learned to intermingle physical combat and the casting of arcane spells

Defense of the Erudite

A practitioner of the arcane tradition of the enlightened fist learns to use their mind in tandom with their body during the art of combat. They think of combat in phases or steps much like a tactical game.

Upon taking this arcane tradition at 2nd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

 

Arcane Martial Arts

Upon taking this arcane tradition at 2nd level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.

You gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

  • You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain wizard levels, as it does for the Monk ability Martial Arts. 

  • As part of a melee attack using your unarmed strike, you may cast a spell with a range of touch. In the event the attack misses, the spell is still expended. This ability can only be used to cast spells with a casting time of one action or less

Arcane Rejuvenation

The wizard has connected the arcane with their body so seamlessly that they can now harness arcane energy to help restore wholeness to themselves. In exchange for expending a portion of their arcane power, they can heal their wounds. Starting at 6th level, as an action the wizard is able to sacrifice an unused spell slot to heal for a number of hit points equal to 1/2 the wizard's level(rounded down) + the level of the spell expended. This ability can not be used again until after taking a long rest.

Hold Spell

The wizard's control over how arcane spells are delivered allows them to hold spells of large devastation in the palm of their hand.

Starting at 10th level, the wizard is able to deliver ranged spells as a touch spell. The spell's target becomes creature touched instead of its original effect.

Ex: Fireball will effect only the creature hit with the melee attack.

In the event that one of these attacks should miss, the spell is expended without setting off as the wizard has learned to redirect such a special to be used as if they have a range of touch.

Arcane Burst

The wizard has become particularly adept at releasing destructive force through their blows and has learned to unleash an additional burst of arcane energy.

Starting at 14th level, as a bonus action the wizard can multiply the damage dice of the next spell delivered through Arcane Martial Arts by 1.5. This ability can not be used again until after a short rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/7/2019 1:20:47 AM
165
1
1
Coming Soon
8/10/2019 1:40:07 PM
290
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes