Base Class: Wizard
Shock Arcanists were the battle mages of the Manacalon Empire. Their teachings have survived the Cataclysm to become a renowned and feared magical tradition, taught in every major magic school.
Arcane Warfare
At 2nd level, you are able to lend more power to your spells. When casting spells from the War List, they count as being cast at one spell slot higher than the one you actually use:
- Level 1: burning hands, magic missile, thunderwave
- Level 2: acid arrow, scorching ray, flaming sphere
- Level 3: fireball, lightning bolt
- Level 4: ice storm
- Level 5: cone of cold, flame strike
- Level 6: disintegrate, chain lightning, freezing sphere
Arcane Fury
Starting at 6th level, you can wreak more havoc with your evocation spells. As a bonus action, your evocation spells deal additional damage equal to your proficiency bonus + your Int modifier.
This ability recharges after a long rest.
Arcane Shock Trooper
Beginning at 10th level, you can become a turret of arcane firepower. At the start of your turn, you can choose to become restrained until the end of your turn. While in this state, the next spell attack roll you make and successfully hit an enemy, any damage die that is below the average becomes the average. Once your turn ends you must make a DC 14 Constitution saving throw and take 2d6 psychic damage if you fail.
Arcane Shrapnel
At 14th level, you are a master of the destructive art of evocation. When you miss a creature with a spell attack roll with a spell of 1st level or higher, the creature instead takes half damage (if any), but suffers no additional effect from the spell.
Additionally, you can add your Intelligence modifier to your Constitution saving throws.
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