Wizard
Base Class: Wizard

A Wizard Studying for many years to learn how to fuse spells with weapons to his advantage.

Master of the Blade

You gain proficiency in 2 melee weapons of your choice.

Magic Warden

You learn to fuse a cantrip of your choice with a melee weapon. As a bonus action you can fuse a cantrip with a melee weapon for 12 seconds (or 2 rounds). The damage of the weapon is the weapons damage dice and the spells damage dice added together. as an example you fuse firebolt with a longsword, the damage of a longsword is 1d8, and the damage of firebolt is 1d10. so add 1d8 + 1d10 and that is your damage. You use the spell attack bonus not the weapon attack bonus. This feature ends if you let go of your weapon or under any circumstances lose your weapon. This feature can be used once per short rest.

This feature scales with level, you can fuse 1st level spells at 6th level in this class and use twice per short rest, 2nd at 10th level in this class thrice per short rest, 3rd at 14th level in this class four times per short rest, 4th at 18th level in this class five times per short rest, and 5th a 20th level in this class six times per short rest. 

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Spellsurge

As a Bonus Action you can cast a spell that has a casting time of one Action and cast one more spell that turn.

This feature can only be used once per long rest.

The number of times you can use this feature increases to two per long rest at 15th level in this class, and three per long rest at 20th level in this class.

Improved Critical

Starting at 14th level, your weapon attacks score a critical hit on a roll of 18–20.

Previous Versions

Name Date Modified Views Adds Version Actions
4/11/2023 6:50:42 PM
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4/11/2023 10:16:30 PM
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4/29/2023 12:50:25 AM
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