Base Class: Wizard
Arcane Duelist is an arcane tradition dedicated to understanding the fundamental energies of magic. These wizards are scholars who have mastered their craft through careful study, rigorous practice, and endless hours of repetition, which allows them to quickly alter the energies of a spell to Ait the situation. Followers of this tradition are a bookish lot who see beauty and mystery in the application of magic, and believe that innovation is best served through experimentation. To them, the results of a spell are less interesting to them than the process that creates it. They are Aixated on understanding the underlying mechanics of magic, and so constantly seek out new forms of magic to discover how they work, and in many cases, to collect the energy of such magic for their own uses. Arcane Duelists are often willing to volunteer for hazardous experiments in order to obtain a greater understanding of a spell, and are capable of surviving because of their focus on the nuances of the elemental arcane.
Many duelists also pursue a secondary, non- arcane Aield of study, and occasionally Aind ways to intertwine the knowledge of this Aield with their arcane knowledge. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure.
Some duelists take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as single- minded and lacking the sophistication needed to harness the raw energies of magic. Other duelists are generous teachers, countering ignorance and deception with deep knowledge and good humor.
Field of Study
Beginning when you select this tradition at 2nd level, you gain proficiency in two skills or one skill and one tool of your choice related to your field of study. You also learn a language of your choice.
Alchemical Casting
Starting at 2nd level, you can enhance the energy of a spell by altering the spell’s formula as you cast it.
You have a number of Alchemical Casting dice equal to your Intelligence modifier (a minimum of one). Your Alchemical Casting die is a d6. Your number of stored Alchemical Casting dice returns to this number when you finish a long rest.
If you roll damage for a spell, as a bonus action you can expend any number of stored Alchemical Casting die to do additional damage. You may select a number of objects affected by your spell up to your wizard level divided by 2, rounded down. Increase the damage dealt to the selected objects by the total rolled with the expended Alchemical Casting die, and use the same damage type as the triggering spell.
Additionally, if you add Alchemical Casting die to a spell that deals acid, cold, fire, lightning, or thunder damage, you can replace the damage type of both the spell and Alchemical Casting die with another damage type from that list.
Your Alchemical Casting die changes when you reach certain levels in this class. The die becomes a d8 at 6th level, a d10 at 10th level, and a d12 at 14th level.
Field of Study Improvement
Starting at 6th level, your experiences have led you to a high level of expertise in your field of study. Your proficiency bonus is doubled for two skills or one skill and one tool of your choice related to your field of study.
Elemental Conduit
Starting at 6th level, you learn to unravel spells and convert their energy for your use. You know the spells absorb elements and chaos bolt as wizard spells, and do not have to have them prepared in order to cast them.
When you cast absorb elements as a reaction, you can convert each d6 of stored elemental energy into an Alchemical Casting die, rather than releasing the energy through a melee hit.
When you cast chaos bolt as an action, you can use your bonus action to reabsorb some of the remaining elemental energy. When you do this, you gain one Alchemical Casting die for each attack roll you make with this spell.
Prodigious Inspiration
At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this ability again until you finish a short or long rest.
Controlled Chaos
Starting at 14th level, you can use your reaction to interact with the energies of a spell that deals damage to you. When you do this, you take half damage on a failed save, and no damage on a full save. Until you finish a short or long rest, you may cast it once as a wizard spell if it is not a wizard spell. You can’t use this feature again until you finish a short or long rest.







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Posted May 18, 2018Oh, okay, didn't think about that. That makes sense, I don't.
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Posted May 18, 2018Like in Harry Potter. Long platform, casting spells at each other. That was the inspiration for the name, at least.
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Posted May 17, 2018I don't quite get why this class is called duelist . . . To me that would mean they're melee spellcasters who also use weapons. Maybe you meant dualist?