Wizard
Base Class: Wizard

You wade into the thickest parts of batle, siphoning powerful magic to protect you.

This content is currently under play testing and likely to be modified as we seek to make a balanced option for a battle caster that has more flavor. 

Arcane Barrier

At 2nd level, when you cast a wizard spell of 1st level or higher that does damage, you may siphon a portion of magic to create a translucent barrier centered around you that last until the end of your next turn. The Barrier gains a damage type that matches one of the damage types done by the spell. While you have an Arcane Barrier, reduce any damage you take by an amount equal to half of your proficiency modifier.

Arcane Tactics

At 2nd level, you acquire the training necessary to effectively arm yourself for battle.  You gain proficiency with light and medium armor and three Arcane Tactics options of your choice (see “Arcane Tactic Options” below).  You gain one additional Arcane Tactic every two levels of this class with the last additional one being bestowed at level 16. 

If an Arcane Tactic has prerequisites, you must meet them to learn it. You can learn the Arcane Tactic at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Empowered Cantrips

At 6th level, your mastery over arcane siphoning improves.  When you cast a cantrip that does damage, you may use your Arcane Barrier feature to create an barrier.

Read your Enemy

Beginning at 10th level, your ability to read the flow of battle improves, allowing you to anticipate the maneuvers of your enemy.  You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell and ability checks to avoid or escape a grapple. The bonus equals your Intelligence modifier (minimum of +1).

Brilliant Tactician

At 14th level, your knowledge of combat is unparallel, always keeping you on your toes.  You gain advantage on Initiative rolls and Intelligence based ability checks.  And you cannot be surprised.

Arcane Tactic Options

The Arcane Tactics feature lets you choose options for it at certain levels.

Arcane Balwark

When you create your Arcane Barrier, choose one type of attack: spell attack or weapon attack. Attack rolls of the chosen type cannot be made with advantage against creatures that benefit from your Arcane Barrier.  If you have the Extended Barrier Arcane Tactic, you may choose a different type of attack when you use that feature.

Arcane Reflection

When a creature that benefits from your Arcane Barrier is hit with a melee attack, the attacker takes damage equal to your Intelligence modifier.

Arcane Transposition

Prerequisite: Level 6

If a creature benefitting from your Arcane Barrier is hit by a ranged attack roll, you may use your reaction to cause the attack to miss.  If you do, you may choose a different creature you can see within 30 ft of you to make a Dexterity saving throw against your Spell DC.  On a failed save, the chosen creature becomes the target of the attack, using the same roll.

Bonded Item

You learn a ritual that creates a magical bond between yourself and one melee weapon or arcane focus with which you are proficient. You perform the ritual over the course of 1 hour, which can be done during a short rest. The item must be within your reach throughout the ritual, at the conclusion of which you touch the item and forge the bond.

Once you have bonded an item to yourself, you can’t be disarmed of it unless you are incapacitated. If it is on the same plane of existence, you can summon it as a bonus action on your turn, causing it to teleport instantly to your hand. Your bonded item counts as an arcane focus for your wizard spells.  And when you attack with it, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. 

You can only have two bonded items at a time. If you attempt to bond with a third item, you must break the bond with the one of the other two. 

Combat Casting

Prerequisite: 6th Level

When you use your action to cast a spell, you can make one weapon attack as a bonus action.

Damage Absorption

When a creature that benefits from your Arcane Barrier takes damage, you may use your reaction to give that creature resistance against the damage until the end of the turn.

Debilitating Strike

When you hit with an attack using a melee weapon, the target has disadvantage on the next saving throw against your spells

Destructive Strike

When you hit with an attack with a melee weapon, you may choose to end your Arcane Barrier to deal extra damage equal to the Barrier's value. This extra damage is the same damage type as the Arcane Barrier.

Elemental Shielding

Prerequisite: 6th level

Anyone benefiting from your Arcane Barrier gains a resistance to the barrier's damage type.

Expanded Barrier

Prerequisite: 10th level

Your arcane barrier becomes an aura that extends 5 feet from you in every direction, but not through total cover.  Any friendly creature in the aura counts as benefiting from your Arcane Barrier.

Extended Barrier

When you hit with attack using a melee weapon, you may extend the duration of your Arcane Barrier to the end of your next turn.

Last Resort

Prerequisite: 14th level

When a creature that benefits from your Arcane Barrier fails a saving throw, you may use your reaction to immediately end your Arcane Barrier and reroll the saving throw with a bonus to the roll equal to your Barrier's value.  Once you use this feature, you cannot use it again until you finish a long rest unless you spend a spell slot to use it again.

Protective Barrier

Prerequisite: 6th level

Any creature that benefits from your Arcane Barrier gains a +2 bonus to AC and all saving throws.

Sculpted Spellcasting

Any creature that benefits from your barrier automatically succeeds on saving throws against your spells, and they take no damage if they would normally take half damage on a successful save.

Spell Conduit

While you have an active Arcane Barrier, your ranged spell attacks don't incur disadvantage due to being in melee. And when you hit with an attack made using a melee weapon your next spell attack against the target is an automatic hit.

Tactical Wit

You gain a bonus to initiative equal to your Intelligence Modifier

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