Base Class: Wizard
As a projector, you specialize in magics that can create weapons out of thin air. You can conjure a flurry of blades or manifest realities of swords. As your mastery grows, your projections become stronger and more durable, even capable of replicating magical items.
War Duelist
Your training in combat and magic has manifested in two ways. Beginning when you select this school at 2nd level:
- You gain proficiency with martial weapons.
You also gain access to five additional conjuration and transmutation spells when you reach 3rd, 5th and 9th level respectively: magic weapon, conjure barrage, lightning arrow, conjure volley and swift quiver. They are always prepared for you and do not count towards your total prepared spells.
Note: Due to DnDbeyond's homebrew system you must manually add these spells to your spell list.
Minor Projection
Starting at 2nd level when you select this school, you can use your action or bonus action to conjure one weapon in your hands. The weapon must be a nonmagical weapon that you have seen. When you are wielding the weapon you can create one piece of ammunition as part of the ranged attack. This weapon is considered magical for the purposes of damage resistances. The weapon disappears after 1 hour or when you use this feature again.
Extra Attack
Starting at 6th level, 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.
Improved Projection
Beginning at 6th level, your ability to project weaponry has greatly improved. You can use your action or bonus action to conjure a magical weapon that you have seen before. You instantly attune to the weapon when you conjure it, regardless of the attunement requirements. The rarity of the weapon is limited to weapons uncommon or lower. When you are wielding the weapon you can create one piece of ammunition as part of the ranged attack. The weapon lasts 1 hour or until you use this feature again.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Intermediate Projection
Beginning at 10th level, your skill at projection magic has improved to the point where you can manifest constructions that are much more stable. The rarity of the weapons you can conjure with the improved projection feature is now rare or lower. Additionally, nonmagical weaponry created through your minor projection last indefinitely, or until you dismiss it.
Master Projector
Starting at 14th level, you have mastered your projection ability. Your improved projection ability allows you to conjure any magical weapon that you have seen before of very rare quality or lower. The creation lasts one hour. Additionally, you can have two magical weapons created by this feature at the same time. Using this feature again destroys the weapon conjured least recently.
At level 17, your magical capacity has reached its near limit. You can instead conjure any magical weapon that you have seen before, regardless of rarity.
Optional Rule. Given the potency of artifact level weapons, the magical energy required to not only construct but wield them can be too much for a mortal being. Furthermore, there can usually only exist once instance of an artifact on any given material plane. The universe will naturally try to rectify this issue by destroying the problem at hand. At your DM's discretion, conjuring a weapon of artifact level can result in the annihilation of your character after wielding it. This annihilation cannot be prevented in any way.
Previous Versions
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9/26/2021 4:31:52 PM
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