Base Class: Wizard
As an avid student of the arcane arts, you have begun applying your knowledge to the practice of close combat encounters. Manoeuvring around the battlefield to close the distance between you and an enemy, using spells to obliterate enemies that have you surrounded or to keep you safe while a foe towers threateningly above you. These are the circumstances that compel you to master the art of close contact magic. A strange benefit of practicing this school is that enemies that can perceive wizards typically think that wizards are long range combatants, which means some of the more crafty creatures seeking to crush a fragile wizard in combat will be in for a rude awakening when they come across you.
Touch Spell Savant
Your affinity towards close ranged spells are easier to unravel, research and memorise. Beginning when you select this school at 2nd level, the gold and time you must spend to copy a touch spell into your spellbook is halved.
Versatile Close Quarter Casting
Your application of magic for close quarter combat has been adapted for more versatile circumstances, bolstering you to enhance your survivability.
Spells you cast with a range of touch can be cast within a range of 5ft instead for the purpose of ignoring creatures that prevent you from touching them.
You can make opportunity attacks with spells with a range of touch.
Upon rolling initiative when entering combat, once per long rest, you may choose to give yourself temporary hit points equal to your Wizard level + your spellcasting modifier. These hit points last for 1 hour.
Arcane Reflex
A powerful close combat shield unique to those who practice the School of Close Contact. This effect can only be activated if you are wearing light or no armour. When a creature within 5ft of you declares or successfully makes a melee attack on you, you can spend your reaction to expend a spell slot to increase your AC by two times the Spell Level you chose to expend. This AC bonus lasts a number of minutes equal to the spell slot you used. Use once per short rest.
Two for One
The duality of spell casting has been simplified for you in the moments where you are outnumbered and are in peril. If for your action you cast a cantrip that deals damage with a range of touch on a creature you can reach; for your bonus action, you may choose to cast a second cantrip with a range of touch that deals damage on an adjacent creature also within your reach. The same creature that was targeted by the first cantrip can not be targeted again. Cantrips used with this feature must only target one creature (that isn't yourself).
Close the Gap
Manipulate the space between you and a ranged opponent to close the distance between each other. When another creature you can see within 60ft makes a ranged attack, weapon or spell, on you, before the creature rolls to hit, you may use your reaction to teleport within 5ft of them in an unoccupied space. The creature must either take the attack but the attack is done at disadvantage or lose their action. This can be done a number of times equal to your Intelligence modifier before needing a long rest.
Previous Versions
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6/29/2021 4:10:57 AM
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