Wizard
Base Class: Wizard

A variety of arcane colleges specialize in training wizards for war, but only a handful are trained in wielding their weapons of war. The tradition of Arcane Armaments aims to imbue magic into weapons of war, and carry these weapons into battle.

They enter into battle, weaving magic and metal into a deadly storm.  Placing magic into the hands of their allies, and using their Arcane Expertise to sow destruction and discord in the enemy ranks.

Readied for War

2nd-level School of Arcane Armaments feature

You gain proficiency with light armor, and you gain proficiency with one simple or martial weapon of your choice that lacks the two-handed property. 

You are trained as a soldier, relying on magic and dedicated study to guide you in battle.  Either as a Spellsword, weaving sorcery and sword hand in hand.  Or as an Arcane Marksmen, unleashing magical bombardments on your foes.  You infuse magic in your weapon of choice, if you are proficient with a weapon that lacks the two-handed property, you are able use it as a spellcasting focus.  Additionally, when you attack with a weapon that you are attuned with, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Wading into the center of battle is a deadly prospect for most wizards, however you are not most wizards.  Through your training and preparations for war, you have readied yourself for the battlefields.  You also gain proficiency in constitution saves if you don’t already have it, and your hit point maximum increases by 1 for each of your wizard levels.

Battlefield Armaments

2nd-level Arcane Armaments feature

You have begun learning the necessary skills needed to repair and maintain weapons, and create simple enchantments.  With an hour of effort, you are able to work and impart magical properties to nonmagical weapons or armor.  After an hour of effort, you can do one of the following:

  • Repair a broken or tarnished weapon or piece of armor. 
  • Create 10 pieces of nonmagical ammunition.
  • Weave a simple enchantment on a weapon or piece of armor that causes it to sheds bright light in a 5-foot radius and dim light for an additional 5 feet.  This effect lasts until your next long rest.
  • Cause a weapon or piece of armor to be treated as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and other effects, but would require attunement by another creature.  This effect lasts until your next long rest.

Extra Attack

6th-level Arcane Armaments feature

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.

Armed with the Arcane

10th-level Arcane Armament feature

When you cast a spell using a spell slot of 3rd level or lower, you can infuse the spell’s magic into a mundane weapon, a piece of armor, or a tiny steel bead with it's magic. The spell is stored in the item for a number of hours equal to your proficiency modifier, after which the spell's magic fades and the spell is lost.  

A creature can use its action to release the spell within the item, ending the effect on the item and allowing them to cast the spell. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.

Once you infuse an item with this feature, you can’t do so again until you finish a short or long rest.

Arcane Commander

14th-level Arcane Armaments feature

While you are maintaining concentration on a spell, your magic weaves around you, enchanting you and your allies weapons.  You and allies within a 30-foot radius of you gain a bonus d4 to saving throws, and attack and damage rolls, and is treated as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and other effects.

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