Wizard
Base Class: Wizard

Wizards of the School of Primal Warfare use raw magic to empower their bodies and strikes in battle. They channel elemental energies, and bind magics to enhance their physical might.

Level 3: Arcane Armaments

-This subclass grants proficiency in unarmed, and simple weapons and 1 martial weapon of your choice as long as it does not have the heavy or two handed property.

-Your unarmed and melee attacks use your intelligence for attack rolls, and your unarmed strikes start as 1d4 at level 3 and become 2d4 at level 6 and 3d4 at level 14.

-Your body becomes coated in arcane energy while in combat which has the fallowing effects; Your unarmed strikes change to be bludgeoning, piercing, slashing, and is considered magical to overcome resistances and immunities.

-Your unarmed strikes and melee weapon attacks have a reach of 10ft

 

Level 6: Conduit of Power

-You can now add your Intelligence modifier to your AC, and your total max health per wizard level as long as you are not wearing any armor. (Example when you obtain this skill and your Intelligence modifier is 5 you would add an additional 30 to your max hp and you would add +5 to your base AC.)

-When casting a spell at first level or higher, the next unarmed or weapon attack can be imbued with a bonus effect depending on the spells school. This bonus stays with your character for 1 hour or until used. The bonus is dispersed is you miss the attack. You can only have one of these fallowing buffs at a time.

Abjuration: The target takes additional force damage equal to your (intelligence modifier + spell level) and you gain additional temporary hp equal to the spells level.

Conjuration: A shadowy hand appears around the target and distracts them imposing disadvantage on the targets next attack roll they make within the next 1 minute.

Divination: This attack gains advantage.

Enchantment: The target must make Wisdom saving throw or be charmed for their next two turns.

Evocation: The target takes additional damage matching the spells damage type (if any) equal to (spells level + intelligence modifier x 2).

Illusion: Can teleport up to 15ft in any direction before or after this attack.

Necromancy: you gain temporary hp equal to the spells level, and additional temporary hp equal to half your damage from this attack.

Transmutation: You gain + 3 to your AC for 1 minute. and the targets speed is reduced by 15ft. This effect does not stack with itself.

Level 10: Reactive Conduit

-You learn a special version of the Absorb Elements spell that is always prepared but doesn't count towards you list of prepared spells, it is also casted as a reaction. You can use this spell a number of times equal to your proficiency bonus a day or until you take a long rest.

-When you take damage from a spell or elemental effect, your next unarmed or melee attack gains additional damage equal to (1d6 + half your wizard level) matching whatever damage type the spell or elemental effect.

-When a creature within 20ft of you makes an attack against you, you can use your reaction and that creature must make a Constitution saving throw or be pushed back 10ft and take (2d8 + your intelligence modifier) in force damage as their attack reverberates off of your magical aura.

Level 14: Primal Apotheosis

-You can use a spell slot of 5th level or higher to enter a heighten state of physical and magical aptitude for 1 minute you gain the fallowing bonuses:

-Your Unarmed and melee attacks gain ax bonus to attack and damage equal to (your intelligence modifier + Half your wizard level)

-You gain resistance to all damage types.

-You can cast spells as a bonus action once a turn

-You gain an additional unarmed or melee attack when you make a successful melee attack once per turn.

-Your speed increases by 30.

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