Base Class: Wizard
Developed and refined from the style of the Bladesinger, these mages use their martial skill and potent abjuration to make it to the frontlines of the battlefield, where they can unleash potent spells to break the enemy lines and support.
Unarmored Defense
Starting when you select this tradition at 2nd level, you gain a bonus to your unarmored AC equal to your Intelligence modifier.
Bonus Cantrip
At 2nd level, you learn the shillelagh cantrip. It counts as a wizard cantrip for you, but it doesn’t count against your number of cantrips known. For you, the spell can apply to any melee weapon, regardless of type or material. Also, you may wield a rod as a club for this purpose.
Martial Arcana
Starting when you select this tradition at 2nd level, your combat training and your experiments with magic have paid off. You gain proficiency with simple and martial weapons, and when you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
War Caster
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Additionally, you can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
Finally, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Eldritch Strike
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Additionally, when a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Improved War Caster
Starting at 14th Level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Magic Ward
Beginning at 14th level, you project a constant ward against magic. When you suffer damage from a spell or other magical effect, you may reduce that damage by your Intelligence modifier.
Previous Versions
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