Wizard
Base Class: Wizard

Gem mages are mages who get up close and personal in battle, and needed a way to quickly cast skills in the midst of combat. They developed a special technique to be able to infuse spells inside gems that they have created. This, in conjunction with their physical enhancement magic, allow them to cast rapid fire spells without the need to chant while being a close-quarter combatant.

 

 

Gem Magecraft

Starting at 2nd level, you can create gems that can be imbued with your magic. After finishing a short or long rest, you can create a gem that lasts until your next long rest, whereupon the gem disappears. You can expend a spell slot to condense an equal level spell into a gem. The condensed spell must be of a spell level equal to half your proficiency bonus (rounded down) or lower, cannot require concentration, and must have a casting time of one action, bonus action, or reaction. You can use the gem by using the Attack action to release the spell within, whereupon the gem disappears. The spell uses your spell attack bonus and save DC. A gem can only be used by the caster that created it.

You can create two gems when you gain this feature and can create an additional gem at 6th level, 10th level, and 14th level in this class. You recover all expended uses of this feature when you finish a long rest.

Physical Enhancement

Starting at 2nd level, you can enhance your body with Physical Enhancement magic, provided that you are wearing no armor and not wielding a shield.

You can use a bonus action to enhance your body with Physical Enhancement magic, which lasts for 1 minute. It ends early if you are incapacitated, if you don armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Physical Enhancement state at any time (no action required).

While your enhancement is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You can use Intelligence instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strikes.
  • Your unarmed strikes can now deal force damage.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
  • You can expend a spell slot to make two unarmed strikes as a bonus action.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

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.

Improved Magecraft

Beginning at 10th level, you can cast cantrips without any verbal components. Additionally, while you are under Physical Enhancement, your unarmed strikes deal an additional 1d4 force damage. 

Limit Break

Starting at 14th level, you can further boost your physical capabilities under Physical Enhancement. When you are using Physical Enhancement, you can use a bonus action to enter a Limit Break state, which lasts until Physical Enhancement ends. While you are under Limit Break, you cannot cast or concentrate on any spells, and you gain the following benefits:

  • You gain 50 temporary hit points. If any of these remain when limit break ends, they are lost.
  • You have advantage on attack rolls that you make with unarmed strikes.
  • When you hit a target with an unarmed strike, that target takes an extra 2d12 force damage.
  • You have proficiency in Strength and Constitution saving throws.

When Limit Break ends, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way. You can only use this feature once per long rest.

 

Previous Versions

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2/28/2024 12:03:23 AM
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