Base Class: Wizard
From "Rank and Role in Victory." Commander Helaine's words make one passage stand out:
Many are reluctant to include the rank, but that is because it is rare enough that they have not seen it deployed. Most change their mind when they fight alongside. All change their mind when they fight against.
An account:
The training was not pleasant for me. When first I ventured out, I was as a babe new to the world. And then I was in battle, in defense of nation and name, and the lines did form, and my fellow wizards took their positions in the rear.
And I stepped forward.
Then my place in the fray opened, and those of muscle and blade were around me, and I was not afraid. For I knew my role and worth, and soon did all others know them as well. Any concerns I had that the knights would not heed evaporated. All knew their rank, their place, and the value of that to their lives. Our blades were of different ken, but our purpose was clear and defined. On the field, in the battle, I command.
Spirit Blade
Beginning when you select this school at 2nd level, you receive a sword hilt that serves as the focus of your spirit blade.
As an action, you can create a blade of solid magic to make melee attacks against enemies.
Make a melee spell attack against a creature within 5ft. On a hit, the creature takes 1d10 Force damage.
The damage dice increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.
Arcane Barrier
Starting at 2nd level, As an action, you create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can’t absorb damage, but its magic remains. You can use a bonus action to expend one spell slot to regain your Ward's hit points by 5 per level of the spell slot expended.
Once you create the ward, you can’t create it again until you finish a long rest.
Combat Clarity
Starting at 6th level, you gain one of the following features of your choice.
Fade Shield
You draw back the energy released by your enemies in your attacks against them. A successful attack with Spirit Blade strengthens your ward. The more damage you do, the more powerful your barrier grows.
Whenever you deal damage with Spirit Blade, your ward recovers hitpoints equal to the damage dealth divided by 4, rounded down. Minimum HP recover of 1.
Projected Ward
When a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
Arcane Warrior
At 10th level, you gain one of the following features of your choice.
Amplified Blade
Your Spirit Blade deals an additional damage equal to your INT modifier
In addition, when you hit with your Spirit Blade, you can spend any number of your Ward's hit points to deal an equal amount of damage.
Arcane Reposte
Whenever you have a ward active, enemies within 5 ft who attack you will take damage equal to your INT modifier.
If you have the Projected Ward Feature, Veiled Reposte can trigger when Projected ward is used on an ally.
Fade Cloak
Starting at 14th level, When you're hit by an attack, you may use your reaction to become ethereal until the start of your next turn. While your in this state you cannot perform any action other than dash. While in this form you are immune to all damage, except psychic, as well as the grapples, poisoned, petrified, restrained, and paralyzed conditions.
While you are in this form creatures can still perceive you as normal. You ignore all objects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.
If you start your turn inside another creature, they must make a Strength saving throw. On a failure, the creature takes 6d6 force damage and is pushed 10 ft and knocked prone, if they succeed, they take half damage, and both of you are pushed 5 ft away.
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Posted Jan 7, 2024I love this, I love pretty much everything about this, I only noticed one issue though, and that is that there is no limit on the keystone ability, this effectively means that you can never be hit. I hope you fix this, and other than that, I ******* love this, using spells to attack and protect yourself at the same time with the same ability is kinda genius.