Base Class: Wizard
Through their unwavering commitment to study, combat, and healing, these Red Magnus wielders epitomize a versatile and adaptable class, seamlessly blending martial combat with the art of arcane healing.
Combat Training
You are granted the following features:
- One additional hit point per level in wizard.
- The spells cure wounds and healing word are always prepared and count as wizard spells.
- Proficiency with rapiers and short swords.
Combat Style
When you roll for initiative, or when triggering a style's action, gain the effect upon the next turn:
Spellsword: When you heal a single target with a spell of 1st level or higher during your turn, your next melee weapon attack on the following round deals additional damage equal to your wizard level.
Magnus: When you hit an enemy with a melee weapon attack during your turn, your cantrip that doesn't use a weapon or is damaging spell which can't have its targets individually selected, on the following round deals extra damage equal to half your wizard level.
Battle Medic: When you cast a damaging spell of 1st level or higher, or a damaging cantrip that doesn't use a weapon during the current combat round, your next healing spell cast on a single target grants the target resistance to either Slashing, Piercing, or Bludgeoning damage until the end of their next turn.
During combat, your chosen style adapts based on your actions:
- Triggering a style's action switches you to that style with the effect gained the following turn.
- If you qualify for multiple styles, the first triggered takes effect.
- Being unconscious, incapacitated, taking inaction, or repeating a trigger switches styles at the end of your turn, cycling through Spellsword, Magnus, and Battle Medic.
- Concentration spells or reactions do not affect your chosen style or gain their benefits.
At the start if your turns, you can preform a Style Shift as a free action and move to the next style next in the order, cycling through Spellsword, Magnus, and Battle Medic if you do not like the style you are currently in. You can do this number of times equal to your proficiency bonus, recovering on a long rest.
Healing Wards
As a bonus action, you can expend a spell slot to heal yourself, regaining 1d4 hit points per level of the spell slot expended. This does not count as casting a spell. When you use this ability, you gain resistance to your choice of Slashing, Piercing, or Bludgeoning damage until the start of your next turn. This triggers your Spellsword style.
Additionally, you learn and have the Lightning Bolt always prepared. While under Battle Medic, you can convert this spell's from dealing damage to healing. Triggering the healing effect with Lightning Bolt can activate Spellsword.
Trick Styles
You gain one of the following depending on what action you take during your turn:
- Once per turn after making a weapon attack, teleport up to 10 feet in any direction.
- One target of a damaging spell does not take damage from the spell.
- If a healing spell targets only one creature, gain temporary hit points for half the amount healed.
Additionally, at the end of your turn, you can extend your current style into the following round. You can do this a number of times equal to your Intelligence bonus, recovering on a long rest
Battlemancer
You can forgo your current style bonus to gain the following:
When you cast a healing spell of 5th level or lower, you can also cast a damaging spell of one level lower (minimum 1st level) that has no condition effects and does not require concentration, without using an additional action. On your following turn, you gain the benefits of Spellsword Style.
You can only do this twice a day, recovering on a long rest.
You have the Heal always prepared.
Previous Versions
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11/28/2024 1:33:37 PM
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