Wizard
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. Arcane Knights were elven elite guardsmen serving as bodyguards or champions for ancient elven nobles. Other spellcasters 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. Arcane Knight

The wizard gains proficiency with acrobatics or athletics. Gain proficiency with simple, martial weapons, and shields.

As long as you have temporary hit points, you can not lose concentration on any spell you are focusing on due to damage.

Arcane Armor- At 2nd level the wizard learns the Mage Armor spell, if you already know this spell you may choose another level 1 wizard spell instead. The Mage Armor spell is always prepared and does not count towards your number of prepared spells. When you cast this spell you may use your Intelligence modifier instead of Dexterity for the armor bonus and you can use a bonus action to dismiss it instead of an action. Additionally, a number of times per long rest equal to your proficiency bonus, you may choose to cast this version of the Mage Armor spell upon yourself without the need for any components and spell slots. When cast this way, you gain temporary hit points equal to your proficiency modifier multiplied by 5. You lose any temporary hit points you gained from this feature if the mage armor spell is dropped or dispelled.

Arcane Weapon- As a bonus action for one minute, a non-heavy weapon you are holding and are proficient with is imbued with magical energy. For the duration, the weapon becomes a spellcasting focus, you can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The effect ends on the weapon if you cast it again on anouther weapon, you let go of the weapon outside of an attack you make, or you fall unconscious. 

6th Lv. Extra Attack/Defensive Casting

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.

Defensive Casting- As a bonus action, you are able to cast any spell that does not use a spell slot, that has a casting time of one action, and does not deal damage when casted.

10th Lv. Archmage Knight

Arcane Armor- You may now treat the temporary hit points gained by your Arcan Armor Mage Armor as a separate health pool. As long as Arcane Armor is active, whenever a spell would grant you healing that would go over your maximum hit point , the excess healing can be used to regain the spent temporary hit points for your Arcane Armor feature. As a bonus action, you may expend a number of hit dice from your hit dice pool equal to your proficiency bonus to regain temporary hit points equal to the total number rolled + your intelligence modifier to your Arcane Armor temporary hit point pool. While using the Arcane Armor feature any temporary health points you gain (even from other sources) can stack but you can never have a total number of temporary hit points over the total amount granted by your Arcane Armor feature while it is active. 

14th Lv. Etheral Cloak

Ethereal Cloak- Using a spell slot of level 1 or higher, you surround yourself with the magic of the ethereal plane itself flickering in and out of the material plane. As a bonus action, you turn yourself intangible, gaining the ability to allow yourself to at will pass through any object (including walls, floors, and constructs), creatures, or difficult terrain without any penalty to your movement. When you are in this form you can only cast touch and/or any spell that uses a weapon as a material component for the spell and you have resistance to all damage except force damage. 

This feature lasts until the end of your next turn. If this feature ends while you are inside the space of a creature, then the creature takes force damage equal to the spell slot level used multiplied by 5 + your intelligence modifier and must make a dexterity saving throw against your spell save DC and is knocked prone into an unoccupied space on a failed save. The creature moves to another unoccupied space but is not knocked prone on a success. If this feature ends while you are inside the space of an object or construct, then you take force damage equal to the spell slot level used multiplied by 5 + your intelligence modifier and are knocked prone into an unoccupied space.

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