Base Class: Wizard
Studying the art of war, the Bookblade knows the potency of both magic and weaponry; Thus, honing the skill of combat with both tome and blade. Synergizing the two, the Bookblade can cast devastating spells while still engaging in close-quarters combat. Forged by war, these wizards are able to tip the scales of battle with quick thinking and deadly tactics as they gain knowledge from their studies on and off the battlefield. Bookblades spend most of their free time reading through arcane texts and histories of wars past alike.
Prepared For War
Though dedicated to your studies, you are skilled enough to engage in warfare. At 2nd level, you gain proficiency in both light armor, medium armor, and 1 martial melee weapon without the heavy, two-handed, or special traits.
You can hold your spellbook in your off-hand to perform the somatic components of a spell.
Your spellbook channels your arcane power in order to protect you from harm. While you are holding your spellbook, it gains the defensive properties of a shield and adds +2 to your AC. Your spellbook adds an additional +1 to your shield AC at wizard levels 9, 13, and 17.
You have learned to fight with magic and metal as one. Weapon attack rolls and damage rolls with proficient weapons can be made using Intelligence as the ability modifier instead of Strength or Dexterity a number of times equal to half of your proficiency bonus per short rest. You can hold your spellbook in your off-hand as your spellcasting focus.
Having a knack for researching about war and tactics means learning about the history of a land. Gain proficiency in History (intelligence) checks.
Tactical Strike
Your keen observations of your enemies allow you to create opportunities for you to cast your spells following a weapon attack. After using the attack action with a simple or martial melee weapon, you can use your bonus action to cast a cantrip or a spell you have prepared using a slot of a level less than or equal to half of your Intelligence modifier with a casting time of 1 action or bonus action.
Three Steps Ahead
Your expansive knowledge of tactics and strategy lets you predict the moves of your enemies and establish countermeasures against them. At the start of combat, add half of your proficiency bonus to your initiative roll. As a reaction to a creature making an attack roll or casting a spell against you, you can impose a disadvantage on the creature's attack roll or gain advantage on a spell save imposed by the creature upon you. You have advantage on attack rolls made against this creature on your next turn and you can add your strength or dexterity modifier as bonus damage to that damage roll. This ability can be used a number of times equal to your Intelligence modifier and uses are replenished after completing a long rest.
Checkmate
Your mind sometimes moves so fast that your opponents can't keep up with you, leaving them vulnerable to a deadly checkmate. Right before you make a weapon attack roll against a creature, you can force the opposing creature to roll a d20. If the roll is less than half of your intelligence modifier, attack rolls made by you against this creature are critical hits and the creature has disadvantage on saving throws against spells and cantrips you cast. A single creature cannot be forced to roll more than once in a combat encounter.
Previous Versions
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10/14/2019 5:01:27 PM
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