Base Class: Wizard
Arcane and Archaic
The school of the Arcane Purists focuses on self improvement and endurance as they believe the body is a vessel for magic to flow through, and a stronger body produces stronger spells. Members of the school of the arcane purists are called Arcanists, however they tend to be looked down on by their peers and it is not uncommon to hear them called by nicknames such as “Muscle Wizard”, not that it seems to bother them.
Legendary Stubbornness
Arcanists are infamous for their stubborn methodology. The proverb “To a man with a hammer, every problem is a nail.” is more often than not an accurate description of how an Arcanist operates.
Beginning at 2nd level, whenever you have to make a Wisdom saving throw you may substitute your Wisdom modifier for your Constitution modifier.
Additionally you may add your Intelligence modifier in addition to your Constitution modifier to saving throws that you make to maintain concentration on a spell when you take damage.
*Note: The Int bonus will add to all con saves, not just concentration. Also, you will have to manually change your Wisdom mod on saving throws. Sorry for the inconvenience. :(
Muscle Wizard
Starting at 2nd level, you prove that you can have both a strong mind and body. On your turn you can use your bonus action to give yourself immense strength temporarily.
When you activate this feat, you add your intelligence modifier to your strength modifier for one minute. Additionally you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift for it’s duration.
You can use this feat a number of times equal to your Constitution modifier(minimum of 1). You regain all your uses of this feat on a long rest.
You may also expend a spell slot to regain a use of this feature, gaining more uses for higher level spell slots, up to your maximum.
Starting at 6th level, while this feat is active you also have advantage on strength checks and saving throws.
Starting at 11th level, while this feat is active you also have resistance to all Slashing, Piercing, Bludgeoning, and Force damage.
At 17th level, you are immune to those damage types while this feat is active.
Muscle Wizard: 11th level
Starting at 11th level, while this feat is active you also have resistance to all Slashing, Piercing, Bludgeoning, and Force damage.
Muscle Wizard: 17th level
At 17th level, you are immune to those damage types while this feat is active.
Muscle Wizard: 6th level
Starting at 6th level, while this feat is active you also have advantage on strength checks and saving throws.
Spell Surge
Starting at 6th level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. This action may only be used to cast a spell and ignores regular limitations on casting.
Once you use this feature, you must finish a short or Long Rest before you can use it again.
Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Spell Maximize
Starting at 10th level, you are able to transfer your new found strength into your spells. When you cast a spell that can be cast at a higher level, you may use this feat to cast said spell at one level higher than the spell slot expended. Spells cannot be heightened past 9th level.
If you use this feat to cast a spell at a higher level than you have spell slots, you take 3d8 Necrotic damage. You can use this feat a number of times equal to your Constitution modifier(minimum of 1). You may use this feat after you have expended all of your uses, if you have however, take 2d8 Necrotic damage and an additional d8 for every time you use this feat after expending all your uses before a long rest. Necrotic damage from this ignores resistances and immunity.
You regain all uses of this feat on a long rest.
Spell Matrix
Starting at 14th level, your mind expands and body forms a deeper connection with the magic around it. You gain 2 more attunement slots.
You are also able to concentrate on a second spell at the same time. Additionally, if you are concentrating on two spells at once and are forced to make a concentration saving throw, before you roll, you may choose to drop concentration on one spell to automatically succeed the save.
At 20th level, you are able to concentrate on a third spell at the same time and gain an additional attunement slot.
Spell Matrix: 20th level
At 20th level, you are able to concentrate on a third spell at the same time and gain an additional attunement slot.
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