Base Class: Wizard
While you may not be a fast or strong as a monk, you've learned to condition your body in between your studies, taking queues from masters of the monastic traditions.
This is currently being playtested and is most likely really unbalanced.
Unarmored Defence
At 2nd level, you have studied every type of fighting style and how to avoid being hit. While you are wearing no armor and not wielding a shield, your AC equals 8 + your Dexterity modifier + your Intelligence modifier.
Arcane Armaments
Also at 2nd level, as a bonus action you can empower your unarmed strikes with magical energy.
This magical energy can manifest as a spectral claw, a burst of energy upon impact with the enemy, or any other magical effect your mind can conjure. This effect lasts until you dismiss it with a bonus action or take a short or long rest and requires your spellbook to be on your person.
You gain the following benefits while you are unarmed, aren’t wearing armor or wielding a shield, and have the effect active:
- You can use Intelligence instead of Strength for the attack and damage rolls of your unarmed strikes. You can also roll a d6 in place of the normal damage of your unarmed strike.
- Your unarmed strikes now count as weapons when casting spells that require a melee weapon.
- You can add your intelligence modifier to the damage of melee spell attacks if you don’t already.
- Any spell that creates a magical weapon, such as shadow blade, you instead buff your unarmed strikes. The damage of that weapon now replaces the damage of your unarmed strikes and any additional properties are applied to your attacks.
At 6th level, when you make an attack with your unarmed strike, or make a melee spell attack, you can cast a cantrip as a bonus action. Additionally, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls.
Arcane Durability
Starting at 6th level, you’ve learned to keep your physical condition in line with martial fighters. You gain the following benefits:
- Your hitpoint maximum increases by an amount equal to twice your wizard level. When you gain a level in this class, your hitpoint maximum increases by 2.
- If there is more than one enemy within 5 feet of you, you gain +2 bonus to AC and gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
Additionally, you add the shield spell to your spellbook if it is not there already. The shield spell is now always prepared and does not count against your number of spells you can prepare each day. You may also now cast shield at higher levels, adding +1 AC for each slot level above 1st.
Close-Quarters Casting
Once you reach 10th level, you’ve learned to throw spells in an area around you. When you cast spells with an area of effect, you can choose to cast it centered from you in a wave, not effecting you.
Cone and line spells are not affected by this shape. Any spell that stays after the initial casting, will retain the doughnut shape, but will otherwise act normally. Enemies within 5 feet of you when you cast a spell with an area of effect have disadvantage on the spell save DC.
Vampiric Siphon
At 14th level, you can siphon life from your enemies within reach. When an enemy dies within 10 feet of you, you can capture a thread of life from whatever kept it moving, granting you temporary hitpoints equal to your wizard level + your intelligence modifier. The granted temporary hitpoints cannot exceed the maximum hitpoints of the killed creature.
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