Base Class: Wizard
An assassin lurks in the shadows. His target is a wizard, now devoted to a scrying spell, completely unaware of his surroundings. As he approaches, he lifts his dagger, coated in a lethal poison. He brings his blade down right towards the wizard's neck. A loud clang of steel-on steel brings the wizard out of his trance as a floating sword stops the assassin's blade mere inches from its mark.
Animated Armament
2nd-level Animator of Arms feature
You gain the ability to infuse a weapon with magical energy, transforming it into a floating weapon known as your animated armament. Choose a Warhammer, Longsword, or Rapier. Each animated armament possesses unique abilities, becoming a versatile tool on the battlefield. The animated armament floats and can be commanded as a bonus action on each of your turns. It can be moved up to 60 feet and can attack or use one of its abilities as part of this command.
Longsword
Your armament's damage type is slashing.
Force Wave
Your longsword resonates arcane energy before sweeping, sending out a wave of energy. Each creature in a 15 ft cone must make a constitution saving throw against your spell save DC. On a failed save, a creature takes 2d6 force damage and moves 20 ft away from the armament. On a successful save, a creature takes half as much damage and does not move. This damage increases to 3d6 at 6th level, 4d6 at 10th level, and 6d6 at 14th level.
You may use this feature twice and regain all expended uses after finishing a long rest.
Rapier
Your armament's damage type is piercing.
Lightning Thrust
Your rapier crackles with lightning and launches forward in a 30 ft long, 5 ft long wide, stopping at the end. All creatures in that line must make a dexterity saving throw against your spell save DC. On a failed save each creature takes 2d6 lightning damage and cannot take reactions until the start of their next turn. On a successful save they take half as much damage and can still take their reactions. This damage increases to 3d6 at 6th level, 4d6 at 10th level, and 6d6 at 14th level.
You may use this feature twice and regain all expended uses after finishing a long rest.
Warhammer
Your armament deals bludgeoning damage.
Crippling Blow
Your warhammer strikes decisively at a weak point. Make an attack with your armament. On a successful hit, the target takes an additional 1d8 bludgeoning damage and must make a constitution saving throw against your spell save DC or be stunned until the end of your next turn. This additional damage increases to 2d8 at 6th level, 3d8 at 10th level, and 4d8 at 14th level.
You may use this feature twice and regain all expended uses after finishing a long rest.
Magic Armament
6th-level Animator of Arms feature
Your animated armament counts as magic for the purpose of overcoming resistance to non-magical attacks.
Extra Attack
6th-level Animator of Arms feature
Your armament can attack twice, instead of once, whenever you use your bonus action to command it your turn. Alternatively, you may use one of your armament's abilities in place of one attack.
Swift-Parry Form
10th-level Animator of Arms feature
Your animated armament protects you when your other defenses have faltered. As a bonus action you can command your armament to assume a defensive position in your space, giving you a bonus to your AC equal to your intelligence modifier. This bonus lasts until you command your armament to do anything else.
If you if you are reduced to 0 hit points or are incapacitated against your will, your armament immediately assumes this form.
Master of Arms
14th-level Animator of Arms feature
Your mastery over your armament manifests as a powerful new ability.
Longsword
Reality Cleave
Your longsword slices through the very fabric of the planes, briefly opening a destructive rift. Each creature in a 15 ft sphere must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 8d6 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn’t pulled.
Once you use this feature, you can’t use it again until you finish a long rest.
Rapier
Bolt from the Blue
Your rapier bolts around the battlefield, charged with powerful, shocking magic. Make 5 attack rolls against up to 5 creatures within 60 ft of each other. Make the attack rolls consecutively, starting with the nearest target. On a hit, the target takes 8d6 lightning damage. Each subsequent target must be within 60 feet of the previous one.
Once you use this feature, you can’t use it again until you finish a long rest.
Warhammer
Spell-Sundered Earth
Your Warhammer can unleash a devastating slam into the earth. The ground shakes, and a shockwave of force radiates outward in a 30-foot radius from your armament. All creatures in the area must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 8d6 force damage, and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
Once you use this feature, you can’t use it again until you finish a long rest.







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