Base Class: Wizard
You focus your studies on the martial arts instead of the pure arcane. Training your body along with your mind, focusing your magic studies on messing with the mind, confusing your opponents as you attack at range with your elemental imbued weapons.
Your focus your studies into the deadly attributes of a dagger. Understanding that by using this weapon you can confuse your opponents and make them believe their life is always in danger.
Quick Hands
2nd Level Path of the Shimmer Blade Feature
Beginning when you select this subclass at 2nd level, you become proficient in Sleight of Hand checks
Elemental Imbuement
When you choose this school at 2nd level, you learn the Elemental Imbuement cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.
You Imbue up to two daggers with, Fire, Lightning, or Cold Damage, until the end of your turn. Adding 1d6 Damage of chosen type on your next attack with imbued weapon. Imbued weapons are considered magic weapons.
If you cast this spell as bonus action you may cast an additional spell, that is not Elemental Imbuement, as an action.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)
Illusionary Dagger
You learn the Illusionary Dagger spell. If you already know it, you learn a different 1st level spell of your choice. The spell doesn’t count against your number of 1st level spells known.
You form a dagger at the tip of you sharpened stick and it streaks out at a target of your choice, As the target is hit by the dagger they see the dagger blocking their line of sight. The target within 60 ft makes a Wisdom saving throw. The target takes 2d6 psychic damage and the target is marked, the next time a creature makes an attack roll against the target that target has advantage on a failed save, or nothing on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher , the damage increases by 1d6 for each slot level above 1st.
Phantom Dagger Pulse
You learn the Phantom Dagger Pulse spell. If you already know it, you learn a different 1st level spell of your choice. The spell doesn’t count against your number of 1st level spells known.
You call forth a ring of daggers that surround you and burst out around you. Each creature within 5 ft of you must make a Wisdom saving throw. A target takes 4d4 Psychic damage and is pushed back 5 feet on a failed save, or the spell has no effect on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 and creatures are pushed back an addition 5 ft for each slot above 2nd.
Extra Attack
6th Level Path of the Shimmer Blade 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.
Seeking Daggers
You learn the Seeking Daggers spell. If you already know it, you learn a different 3rd level spell of your choice. The spell doesn’t count against your number of 3rd level spells known.
On a successful ranged attack with your first dagger thrown, on a successful attack you call out a trigger word, of your choosing. When you do 4 Illusionary copies of the dagger form around the creature, these copies are exact copies of the dagger you have thrown and if dagger thrown is affected by Elemental Imbuement the copies are affected as well. The daggers seek any creature of your choosing, with-in 30 feet. You make a spell ranged attack roll for each dagger summoned against targeted creature.
This ability can only be activated on the first dagger thrown on your action, spell does not have to be stated before trigger, if the initial attack is a critical hit the other daggers are not affected by the bonus damage, each dagger can critical hit individuality, and you do not get an extra attack if you use this spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon an additional dagger for each slot level above 3rd.
Bonus Proficiency
6th Level Path of the Shimmer Blade Feature
When you choose this domain at 1st level, you gain proficiency with medium armor.
Mage Armor Overlay
6th Level Path of the Shimmer Blade Feature
Instead of forming its own set of armor, Mage Armor now enhances the armor you are currently wearing giving you a +2 bonus to your AC.
Shimmering Blade Armor
You learn the Shimmering Blade Armor spell. If you already know it, you learn a different 5th level spell of your choice. The spell doesn’t count against your number of 5th level spells known.
Up to ten Simi-translucent daggers dance around the caster, moving at high speeds near to impossible to see. When the caster actives this spell, they gain 10 chargers, shaped like daggers, that move around the caster, the caster gains a bonus +4 to AC for as long as this spell is active. When a creature makes a successful melee attack against the caster, the caster may choose to spend any number of chargers. The attacker makes a Dexterity Save, on a failed save the attacker takes 1d4 psychic damage for each charge spent and is stunned until the end of their next turn, half damage on a successful save.
As an action you may expel your remaining charges. Target creature makes a Dexterity Save, on a failed save the creature takes 1d4 psychic damage for each charge removed, half damage on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you gain 5 extra chargers for each slot level above 5th.
Improved Dagger Range
14th Level Path of the Shimmer Blade Feature
You are trained with a connection with your daggers, as you throw a dagger it is tied into your magic and the dagger flies farther with the same throwing strength.
Your dagger throwing range is doubled, increasing from 20/60 to 40/120 range.
Comments