Wizard
Base Class: Wizard

The Infuser sees simplicity as a great gift in spells, considering the over complex nature of some spell casting to be a failure. They will often attempt to rework spells to their advantage.

An infuser will attempt to create shortcuts in the world of the arcane. This can lead to risky decision making and spell casting that results in great success or great disaster. Even in learning and experimentation, an infuser will often be inclined to prefer field work.

Infusion Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell with a melee spell attack into your spellbook is halved.

Fighting Style

At 2nd level, the Infuser learns to extend their reach through their weapons, solidifying it's status as a martial school.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Protection Aura

As an action you can focus your attention on protecting your allies. Until the end of your next turn, when a creature you can see within 5ft of you attacks a target other than you, you can impose disadvantage on the attack roll. 

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Enhanced Strikes

Beginning at 2nd level when you make a melee spell attack of 1st level or higher, you may add the damage die of one weapon you are holding to the damage of the spell (if any). You may cast touch spells through your weapons. If you cast a spell and add your weapon damage in this way, you may engage in two weapon fighting.

Simplification Ritual

Starting at 6th level, you can unwind spells, reconstructing them to add potency.
When you are preparing your spell list, you can select a number of spells of 1st level or higher equal to your wizard level that have range of 10ft or more. Those spells have their range reduced to “Touch”. Spells that required a ranged spell attack now use a melee spell attack. You can remove one required component from spells (Verbal, Somatic or Material components that don't cost more than [6th] 10g, [10th] 100g, [14th] 150g ) prepared in this way.

Infuser's Defense

Beginning at 10th level, when you are hit with an attack, you may cast Thunder Step or Thunderwave as a reaction once each per short rest without expending a spell slot.

Infuser's Offense

At 10th level, all attacks you make are considered magical. You add your intelligence modifier to the damage of both your spells and melee weapon attacks that are part of the attack action or two weapon fighting.

Runic Power

At 14th level, you may tattoo sections of your body with runic symbols that you have infused with magic. As you cast spells or attack, they swell and swirl with power.

Armour Runes

your armor is 10+Intelligence modifier while you are not wearing armor. A shield can be used with this ability.

Dimension Runes

As an action, once per long rest, you create a small pocket dimension into which you phase for protection. You are untargetable and take no damage from attacks or spells. Any status effects placed on you end. You may not target anything other than yourself while in this space. This effect lasts until the start of your next turn.

Power Runes

Once per short rest, as a bonus action, you can empower your weapons to deal 2d4 extra damage on hit of a type of your choosing for 1 minute

Precision Runes

You attack bonus for spells and weapon attacks is now your strength modifier (at least 1) plus your intelligence modifier (at least 1) plus your proficiency bonus.

Previous Versions

Name Date Modified Views Adds Version Actions
2/27/2019 2:03:11 PM
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2/21/2020 8:13:43 PM
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