Base Class: Wizard
The School of Combat emphasizes magic that becomes infused with physical prowess. Learners of this school usually were well versed in some sort of physical fighting style and then discovered their talent to infuse magic with their body. As a learner of this school, you strive to blend magic with your body to perfection. Combat Wizards commonly become powerful mercenaries, guardians of magical knowledge or teachers of the art of combat. As a Combat Wizard, you are rare and work towards mastering spells combined with your body.
If you choose the School of Combat, For a quick build make STR your highest stat followed by CON or DEX. STR will be your spell casting ability. Also by choosing this School you get an option to replace the "Signature Spells" Ability received at level 20 as a wizard instead with resistance from any magical attack 2 times a day (must have a long rest to use again) and 4 unarmed strikes as bonus actions.
(STR is used to cast spells as well as for Spell Save DC and Spell Attack Modifiers.)
Combatants' Curse
Beginning when you select this school at 2nd level, due to your body being strengthened with magic, you gain half of a 1d8 rounded up added on top of your 1d6 and constitution multiplier for hit points at higher levels. Your magical strength also allows you to go just a tad beyond wizard spells. You can now cast Inflict Wounds and Heroism. You are also proficient in unarmed strikes. When making an unarmed strike add +1 to hit if they are of half of your stature, +2 if they are about the same stature, and +4 if they are at least twice your stature.
Starting at 2nd level when you choose this school all spells that does damage and has a range of more than 30ft are reduced to your walking distance due to your combatant nature. Any spells that YOU cast that could damage you due to being too close have no affect on you and only you due to your strong magic-body build. (Hence, you could cast fireball on the ground in front of you and take no damage but all creatures in a 20 ft radius sphere would. However, this affect does not apply if the the damage is caused by failing to hit or hitting an unintended target instead or a low dice roll causing a mishap such as a 1 and you are within range of the spell. Once you're level 20 you are immune to magic damage caused by you). As a Combatant, your body is considered as a magical weapon and all wizard spells can now also be cast on self resulting with your body being able to execute that spell's functions through touch. (Example: You can take the cantrips spell chill touch and cast it on self resulting in any interaction with your body executing the effect of chill touch for that round. Of course all effects of the spell don't change. However spells such as Gentle repose that requires one to be a corpse would not work in this way and would result in a wasted spell slot.). All unarmed strikes are your STR modifier +1 plus the normal damage of whatever spell your body is fused with. The +1 to your STR mod increases to +2 at lv6, +3 at lv10, and +5 at lv14. You can make one unarmed strike as a bonus action. When making a reaction, you may use a spell or use your unarmed strike.
Bodily Toughness
At 6th level, your body naturally reinforces itself with magic and you permanently have mage armor using your STR modifier instead of your DEX. You can now make 2 unarmed strikes as a bonus action instead of 1.
Magic Channel
Magic is so in tune with your body that you've memorized spells like muscle memory. You can choose up to three spells that you can use that no longer require deep studying or preparation in order to be used. Each spell must be meditated on for a long rest WITHOUT ANY DISTURBANCE in order to not require future studying, preparation or materials. Like wise, to change each of these three spells, you must perform a long rest to release the spell from your body and then perform another long rest meditating on the new spell. You suffer no fatigue or exhaustion from this meditation, but if you get disturbed, you have to start over after a short rest. If you are damaged in any way during meditation, the meditation is over and you must start over after a short rest. If there is a disturbance that does no damage to you make a WIS ST of 13. If you succeed, continue with your meditation. If not, you must start over after a short rest. (A disturbance is something that could disrupt your meditation such as a strong wind or an animal sniffing you. Based on where you are meditating, it is up to the GM to decide if something has potential to disturb you. If you were meditating in a closed room, something like a strong wind would not be a plausible disturbance but maybe a book falling would). Also your unarmed attacks push through the air with magic and reach a distance of 15ft. If you miss an unarmed strike but the target is within 15 ft of the direction you punched, they take 1/4 of the damage you would have delivered rounded down.
Permanent Fusion
The magic is now one with your body. You have mastered it to such perfection that you can make up to three effects of spells that you can cast on yourself permanently. These spells must be chosen from spells that you have meditated on using Magic Channel. To make a spell permanent, you must meditate on the spell for 24 hrs undisturbed, by doing so, you absorb the essence of the spell and make it a natural part of your body. And likewise to end the permanence, you must meditate for another 24 hrs to slowly defuse the spell out of your body. Nothing can end the permanence of the spell or the effects of the spell except the 24 hr meditation. Therefore, choose your spells carefully. You suffer no fatigue or exhaustion from this meditation, but if you get disturbed, you have to start over after a long rest. If you are damaged in any way during meditation, the meditation is over and you must start over after a long rest. If there is a disturbance that does no damage to you, roll a d20. If it's 11 or above, you continue meditating. If it's 10 or below, your meditation is broken and you must start over after a long rest. Once a spell has reached the level of permanence, you have complete control over the spell as if it was part of your body. You can deactivate it and activate it just like opening and closing your hands. Activating and deactivating takes no action but can be done at anytime. For example, in combat you may activate the spell, but when you enter a town, you may deactivate it not to cause accidental damage, only to activate it again if combat started up again. Using permanent spells do not count against your spell slots although, for each permanent spell active, two spell slots above 3rd level remains permanently closed/unusable. For example if a 14th level wizard had a permanent spell, two of the the 4th, 5th, 6th or 7th spell slots would be permanently closed. If the 14th level wizard had three permanent spells, there could be multiple combinations but a total of 6 spell slots above 3rd level must be closed. The wizard can choose which spell slots from which level close as long as it is two closed slots above the 3rd level per permanence spell. Likewise, once a permanence spell is no longer permanent, two spell slots above 3rd level reopen. The permanence spell can be a spell that doesn't have a spell slot open. For example, if your a 14th level wizard and you make a 5th level spell that you can cast on self as a permanence spell, you can lock both 5th level spell slots as the counter measure, and as a result you can cast no spells through the 5th level spell slot except the permanence spell. If the permanence spell is a spell that changes if it is cast using a higher spell slot, and you are now at a higher level then when you first cast that permanence spell, you must meditate two hrs for each level you want your permanence spell to increase by with out disturbance. Because this spell is already a permanence spell, you have advantage on the d20 rolls for disturbance. However, if you are damaged during meditation, your meditation is broken and you must start over after a short rest. Once a permanence spell is in effect, the combatant wizard can decide to add the spell(s) effect on top of anything they do whether it's punches in a fight or a handshake in the middle of town. All permanence spells can be cast at will. You can use your permanence spells simultaneously each day equal to the number of your strength modifier (You can't use this effect again until completing a long rest). You now also get 3 unarmed strikes as a bonus action.
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