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You learn to call upon a magical talent when you make an unarmed strike, exchanging the range of your spell for extra damage.

Ability Score Increase. Choose either Strength or Dexterity, and increase that score by 1.

Unarmed Strikes. Your unarmed strike damage becomes 1d4 + your Strength modifier if it isn't already that value or higher.

Cantrip. Choose a cantrip from the Wizard spell list. You can now cast that spell based using your Strength score. Additionally, you can choose to ready the spell as a bonus action before you attack with an unarmed strike. If you do so, the spell becomes a range of touch, and adds its damage to the damage dealt by the unarmed strike. If you can cast other spells, you may use this feat to make the same bonus action before casting. A spell must only target a single creature, and must deal damage in order for the spell to be used in this way.

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