Wizard
Base Class: Wizard

As a member of the School of the Iron Fist, you have seen firsthand that magic doesn't always come from a staff or wand, and neither does it have to be the workings of the frail. Magic can bring strength to your body. The studies of the interworking mechanics of magic and physique have brought forth a very new, adventurous type of magic. One that bolsters physical prowess alongside mental prowess. Spell comes flying forth from your fingertips. Or should one say "fist tips"?

 

Level

Arcane Unarmed

Strike Damage

Features

1

 

Spellcasting, Arcane Recovery

2

1d4

Melee Savant, Mental Workout

3

1d4

 

4

1d6

Ability Score Improvement

5

1d6

 

6

2d6

Fists of Fury

7

2d6

 

8

2d6

Ability Score Improvement

9

2d6

 

10

2d8

Improved Fisticuffs

11

2d8

 

12

2d8

Ability Score Improvement

13

2d8

 

14

3d6

Mind Over Matter

15

3d6

 

16

3d6

Ability Score Improvement

17

3d6

 

18

3d6

Spell Mastery

19

3d6

Ability Score Improvement

20

3d6

Signature Spells

Melee Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell that uses a melee strike into your spellbook is halved.

Additionally, you can infuse magic into your martial arts. When you do so, your unarmed strikes deal 1d4 bludgeoning damage, unless the damage type is otherwise specified by natural weapons, and you add your Intelligence modifier in place of your Strength modifier to the damage. The damage progression follows the chart in the subclass details page.

Mental Workout

Starting at 2nd level, your mastery of the arcane arts in relation to your martial abilities has granted you increased mental awareness of the combat around you. You gain an unarmored bonus to your AC equal to your Intelligence modifier.

Additionally, you gain an improved mage hand that can make melee spell strikes. Whenever you strike a creature with the hand, it deals force damage equal to 1d4 + your Intelligence modifier and is dismissed. You gain additional damage dice at levels 4, 7, 11, and 16. The hand also can carry a maximum weight equal to 5 times your Intelligence score.

Fists of Fury

Starting at 6th level, your unarmed strikes count as magical weapons for the purpose of overcoming resistances.

Improved Fisticuffs

Beginning at 10th level, you gain a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your wizard level. Once you use this feature, you must finish a short or long rest before you can use it again.

Additionally, you can attack twice, instead of once, whenever you take the Attack action or cast a spell on your turn.

Mind Over Matter

Starting at 14th level, you may use your Intelligence saving throw instead of any other saving throw to avoid, half, or reduce damage from any source.

Additionally, you have resistance to bludgeoning, slashing, and piercing damage from non-magical sources.

Previous Versions

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