Base Class: Wizard
The training was not pleasant for me. When first I exited my home I was 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 mages 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.
Among the ancient elves, there were mages who trained their magical arts to augment their martial prowess. Knight Enchanters were elven elite guardsmen serving as bodyguards or champions for ancient elven nobles. Other wizards might sneer at their physicality but one should never doubt their honor. They were the willing embodiment of will made manifest - mind shaping the body into the perfect weapon.They channeled magical power through their weapons and bodies, becoming terrors on the battlefield. Most consider these skills lost forever, but they may still linger in forgotten corners of the world and some might bestow their skill and knowledge to those they feel worthy.
2nd Lv. Enchanted Armor/Enchanted Weapon
Gain proficiency with either athletics or acrobatics.
Enchanted Armor: The wizard infuses magical energy into a suite of armor turning it into a magical bound set of armor that the wizard has proficiency with. This armor can be summoned and donned as an action as long as you are both on the same plane of existence. Wearing this enchanted armor requires a certain amount of focus. While wearing enchanted armor, your spell attack modifier can only be applied to spells that have a range of self, touch, melee attack spells, and/or spells affecting melee attacks. This armor can take three different forms.
Light Armor- AC= 13 + Dexterity modifier
Medium Armor- AC= 15+ Dexterity modifier (max 2) Disadvantage on stealth
Heavy Armor- AC= 18 (need an intelligence score of 15) Disadvantage on stealth
Enchanted Weapon: You create a weapon of solid magic formed from the hilt(s) of an enchanted weapon to make melee weapon attacks against enemies. This weapon(s) can also function as an arcane focus and is magically bound to you, allowing the wizard to spend a bonus action to summon the weapon(s) as long as you are both on the same plane of existence. You have proficiency with this weapon and it uses intelligence for its attack and damage rolls. You spend time meditating and focusing your magical energy into a weapon hilt(s) to form your magical weapon. Your enchanted weapon can take 3 different forms (can have any appearance the user wants but will have the following properties).
One Handed- 1d8 one handed, 1d10 with two hands magical slashing, piercing, or bludgeoning damage based on the chosen weapon form.
Two Weapon- 1d6 magical slashing, piercing, or bludgeoning damage based on the chosen weapon form. (uses 2 hilts to take the form of 2 weapons. Both weapons are considered one weapon for the fusion enchantment weapon feature)
Two Handed Weapon- 2d6 magical slashing, piercing, or bludgeoning damage based on the chosen weapon form.
Your enchanted weapon and enchanted armor can only take one form at a time and if you wish to switch their form you must spend 50 gold for materials and at least a one hour ritual in order to reforge the enchanted weapon or the enchanted armor.
6th Lv. Extra Attack/Arcane Fusion
Extra Attack- Starting at 6th level, 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. Whenever you take the attack action to make a melee attack, the wizard can cast any cantrip that does not deal any damage on its casting as a bonus action.
Arcane Fusion- You have learned to bind the magical energy of other magical items into your enchanted weapon and armor. Using the table below you can spend a certain amount of time and money for materials (the DM can specify if any specific materials are needed for the fusion) in a ritual to transfer the magical features of a magical weapon into your enchanted weapon and/or magical features of a magical armor or wondrous item into your enchanted armor that your wizard class can use into your enchanted weapon and enchanted armor (example: FlameTongue weapon with enchanted weapon to gain all of its effects and/or Adamantine armor into your enchanted armor for its features.) At certain levels in this class, you can fuse your enchanted weapon and enchanted armor with more powerful magic items. The enchanted weapon and enchanted armor can only fuse with one item at a time and the item can not be an intelligent infused magic item. The magic item used to fuse with your weapon and armor is lost and will not return even if you decide to fuse your weapon and/or armor with another magic item. When you fuse your enchanted weapon and/or enchanted armor with another magic item, the previous magic item effects fused with your enchanted weapon and/or armor are lost in order to gain the new magical effects and if the magic item needs attunement then your enchanted weapon and/or enchanted armor also becomes an attunement magic item that your wizard needs to attune to in order to use.
Common= 50 gold and a ritual lasting 10 minutes
Uncommon= 100 gold and a ritual lasting 30 minutes
Rare= 500 gold and a ritual lasting 1 hour
11th Lv. Very Rare= 2000 gold and a ritual lasting 8 hours
15th Lv. Legendary= 10000 gold and a ritual lasting a week.
10th Lv. Arcane Drain
Once per turn when the wizard makes a melee weapon attack against a target spellcaster and they hit, they can use this feature to have the target perform an intelligence saving throw against the wizard's spell saving DC. On a fail, the wizard can leach the energy of one spell slot chosen by the highest available unexpended spell slot from an enemy spellcaster which they then lose the spell slot and the wizard channels that leached that energy into themselves gaining 5 temporary hit points for every level of the stolen spell slot (example: 1st level spell slot = 5 temporary hit points, 3rd level spell slot= 15 temporary hit points). The wizard can use this feature up to half your proficiency bonus (rounded down) per long rest (counts towards the usage of this feature only occur when the feature is successfully triggered).
Also at the end of a combat encounter. If there is a creature with the innate spellcasting trait that has been dead for at most 10 minutes, your enchanted weapon or armor can absorb its remaining magical energy to regain 1d4 + intelligence modifier charges for any features (if any and never more then the maximum amount) that may have been expended from any Arcane Fusion feature weapon and/or armor.
14th Lv. Ethereal Cloak
You surround yourself with the magic of the ethereal plane itself flickering in and out of the mortal plane. As a bonus action you turn yourself intangible, gaining the ability to allow yourself to at will pass through any object, creature, or difficult terrain (natural and magical) without any penalty to your movement and any opportunity attacks made against the wizard are made with disadvantage. When you are in this form you can only cast touch and melee based spells, you have advantage for all your melee attacks (melee spell + touch included), and enemies have disadvantage on any melee and ranged attacks against you.
This feature lasts for one entire combat round ending on the end of your second turn in which you have triggered this feature. If this feature ends while you are inside the space of a creature, then the creature must make a dexterity saving throw against the wizard's spell saving DC and on a fail receives 8d8 force damage and is knocked prone into an unoccupied space. The target receives half damage and moves to another unoccupied space but not knocked prone on a success. If this feature ends while you are inside the space of an object or construct, then you take 8d8 force damage and are knocked prone into an unoccupied space.
You can only use this feature once per short/long rest or if you successfully use your arcane drain feature against an enemy spellcaster, instead of gaining temporary hit points, you can regain another use of the feature if it was a level 5 spell slot or higher you drained (you must have already expended this feature in order to use this version of the arcane drain feature).
Previous Versions
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7/2/2022 2:45:15 AM
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3.5
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7/2/2022 2:46:00 AM
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7/8/2022 3:44:43 AM
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115
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4.5
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7/8/2022 5:00:22 AM
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115
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5.0
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Coming Soon
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