Base Class: Wizard
Born of the night you have gathered your magical power and knowledge not to expand your spell knowledge but to train you combat prowess and ability with weapon and focus your magic to enchant weapons and making them fight alongside your spells.
warrior of the night
You gain proficiency with light, medium armor, and shields, as well simple and martial weapons. You also gain proficiency in acrobatics if you didn't already have it.
Bloodstained weaponry
You can touch one non magical weapon of your choice that you are proficient with to enchant with the power of the night to magically enhance it. While enhanced, the weapon works similar to a mage hand, it can't be strikes down and has a fly speed equal to your move speed, but it can also be wielded. At this level the weapon deals a base damage of 1d8 + intelligence, at level 5 it deals 2d8 + intelligence, at level 11 it deals 3d8 + intelligence, at level 17 it deals 4d8 + intelligence. Additionally at each one of these benchmarks it gains a +1 to attack and damage rolls for a total of +3 to attack and damage rolls at level 17. The type of damage is magical for the benefit of overcoming resistances. The power of the weapon can be dispelled with the spell dispel magic or if you are incapacitated while the weapon is fighting. However the weapon does not require concentration and it has a range up to 120ft. You require a long rest to be able to enchant a weapon. Your Bloodstained weapon can still be affected by weapon buffs such as smites or elemental weapon, or booming blade etc.
Eclipse
As a bonus action or a reaction you can trade places with your bloodstained weapon. Additionally you can now attack with your bloodstained weapon after attacking with a spell or a cantrip. You can only switch a number of times equal to your proficiency modifier, you must then take a short or long rest.
Bloody tears
As an action you can strike an enemy with your bloodstained weapon lodging it inside of them for a number of rounds equal to your Intelligence modifier (minimum one). While the weapon is lodged in you and your party have advantage attacking that creature and have increased crit range of 19-20. The creature has disadvantage on attack rolls against you and its movement is halved. While the sword is lodged inside a creature it can't be used to do anything else until the effect is done. You must take a short or long rest to use this feature again. At the start of its turn the creature can attempt to make a strength saving throw against your spellcasting DC, if successful the creature pulls out the sword and the effects of bloody tears are removed at the end of its turn.
Symphony of the Night
As an action you can choose a number of targets equal to your intelligence modifier and strike all of them with your Bloodstained weapon at once with an increased critical range of 18-20. If you are in dim or dark light you have advantage on the rolls to attack as well as damage. You can focus the number of attacks on a single enemy or can attack multiple targets. You must take a short or long rest before using this feature again.
Comments