Base Class: Wizard
A Long Description of Things
Force Weapon
You have learnt to shape your magic into weaponry. At the start and end of your turn, you can summon a Force Weapon of concentrated energy (with an appearance of your choosing) into your free hand. The weapon disappears if you let go of it. Whenever you take the Attack action, you can replace any number of your weapon attacks with a melee spell attack using your Force Weapon against a target within 5 feet of you. On a hit, the target takes Force damage equal to 1d10 + your proficiency bonus. Hits with your Force Weapon count as hits with a weapon attack. You can’t wield this weapon if you are wearing armor. Additionally, when you use your action to cast a cantrip or attack with your Force Weapon, you can attack once with your force weapon as a bonus action.
Your Force Weapon grows in power as you do. Beginning at 5 level in this class, when you attack with your Force Weapon as part of your action, the first creature you hit on your turn takes and extra 1d10 Force damage. This damage increases by 1d10 at 11 level (2d10) and again at 17 level (3d10).
Protective Verses
Your prodigious skill has manifested as protection through knowledge. You are always protected as if the Mage Armor spell was cast upon you, with the following changes. You add your Intelligence modifier to your AC instead of your Dexterity, and the spell grants you a bonus measure of protection: a +1 bonus to your AC. Dispel Magic and other similar magic has no affect on this ability. As a reaction when a creature within 60 feet of you takes damage, you can share this protection with them. The armor class of the creature targeted temporarily changes to the AC you would gain from this feature. This protection lasts until the end of your next turn. You can use this feature once per Short or Long rest.
Sword and Sorcery
You begin to master magical combat. You now score a critical hit on a 19 or 20. When you use your action to cast a spell of 1st level or higher, you can attack once with your force weapon as a bonus action. You can do this a number of times equal to your Intelligence modifier (minimum of 1). If you score a Critical Hit on this attack, you regain the spell slot you just expended.
Aegis Arcanum
You can harness the excess energy of your magic into a bristling forcefield. When you take damage while concentrating on a spell, you can use your reaction to halve the damage against you.
Eclipse of The World
You have learned to tap into your inner life force and become a warrior of legend. As a bonus action, you imbue yourself with magic, gaining the following benefits for 1 minute:
- You gain 10 temporary hit points at the start of each of your turns and when you activate this feature.
- The first time you hit a creature on your turn with your force weapon, you roll a d20. On a 20, you regain 1d4 levels of spell slots. For example, you can regain 4 level 1 spell slots or 2 level 2 spell slots.
- 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.
Once you use this feature, you can't use it again until you finish a long rest.
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