Base Class: Wizard
The Martial Magi is a Wizard who uses their own body as a spell component. A highly forbidden arcane tactic, but an extremely powerful one nonetheless as they course the weave of magic throughout their veins.
Arcane Strike
2nd-level Martial Magi feature
You learn how to harden your body with arcane magic to fight up close. Your unarmed strikes deak 1d6 in place of their normal damage, and you can use your Intelligence modifier instead of your Strength modifier for the attack and damage rolls. The damage die increases to 1d8 at 11th level.
Additionally, when you make an unarmed strike as part of the Attack action, you can make an additional unarmed strike as a bonus action.
Might and Magic
2nd-level Martial Magi feature
You gain proficiency in your choice of Acrobatics or Athletics.
While you are wearing no armor and not wielding a shield, your AC equals your AC + your Dexterity modifier + your Intelligence modifier. Additionally, you can transfer the contents of your spellbook to your skin via body paints over the course of a long rest. When you do, you can ignore the material components of any spells you cast until you drop to 0 hit points, so long as they're neither consumed nor have a cost.
Acrobatics
You gain proficiency in Acrobatics.
Athletics
You gain proficiency in Athletics.
Extra Attack
6th-level Martial Magi 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.
Martial Mastery
6th-level Martial Magi feature
You can add your Intelligence modifier to checks to maintain concentration on a spell, and your unarmed strikes count as magical for the sake of overcoming resistance.
Arcane Deflection
10th-level Martial Magi feature
You know how to ward yourself against hostile spells. When you would take damage from a spell, 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 the spell yourself as part of the same reaction. If this spell has an area (such as fireball) or multiple targets, only one target is affected when you do so.
You can use this reaction up to three times, regaining one expended use when you finish a short rest and all expended uses when you finish a long rest.
Arcane Overcharge
14th-level Martial Magi feature
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 half the level of the spell (rounded up).
Once you use this feature, you can't do so again until you finish a long rest. Alternatively, you may choose to use it again and take 1d6 psychic damage for each unarmed strike made this way. This damage cannot be reduced in any way.
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