Wizard
Base Class: Wizard

Burning Mind practitioners are few, as the art can only be passed down via bloody ritual to an apprentice that already carries the gift of magic, a rare gift indeed. To be a Burning Mind is to be both magic and death incarnate, and many superstitions surround them.

The flames of these rumors are fanned by their behavior on the battlefield—a Burning Mind knows that their incredible power comes at the cost of a shorter natural lifespan, so they never surrender, never retreat, never hold anything back.

From The Raider's Guide to Valinka

Bonus Proficiencies

You gain proficiency with martial weapons and a gaming set of your choice

Chain of Skuld

Your body and mind become intrinsically linked, forged together as one by the Star of Skuld, the rune tattooed into your skull. You gain the following abilities:

 • When not wearing any armor or wielding a shield, you can add your Intelligence modifier to your initiative rolls and passive Wisdom (Perception) score. Additionally, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

 • Your swords count as an arcane focus, and you can perform the somatic components of your spells and maneuvers even while holding two weapons

Bloody Talon Grip

Your skill with blades makes you a terrifying storm of flashing steel. Attacks you make with a melee weapon are magical, and you can attack twice, instead of once, whenever you take the Attack action on your turn. This feature does not stack with extra attacks granted by other classes

Soulpyre

The magic coursing through your blood spurs you on in the heat of battle—at a cost. As a bonus action, you can sacrifice one of your Hit Die to assume a flame-wreathed form with heightened abilities. To maintain this form, you must sacrifice one Hit Die at the end of each of your turns.

 While in this form, you cannot be knocked prone or stunned, and you add your Intelligence modifier to your attack and damage rolls with weapon attacks.

 If you are reduced to 0 hit points while in this form, you can choose to explode, dealing 35 (10d6) fire damage to all creatures in a 20-foot radius, and you die. Your form remains intact, allowing resurrection magic to work on your body.

Martial Maneuvers

You have trained in the manner of heroes from the old sagas, and now you can perform certain martial maneuvers. A maneuver requires you to spend maneuver points to use it.

You know two maneuvers of your choice from the list below. You learn additional maneuvers at 3rd, 5th, 9th, 13th, and 17th level. Each time you learn a maneuver, you can also replace one maneuver you know with a different one you can learn.

Maneuver Points

Channeling the heroes from the old sagas is no easy task, and your pool of maneuver points represents the limit of your abilities to do so. Your class level determines the number of maneuver points you have, as shown in the Maneuver Points column in the Burning Mind table below. You regain all spent maneuver points at the end of a long rest.

Your wizard magic can bolster your capacity to use maneuvers. As a bonus action, you can expend one wizard spell slot to gain additional maneuver points. You can convert wizard spell slots you have into maneuver points based on the table below. These additional points are lost if unused after a long rest.

 

Spell Slot Level Maneuver Points

1st-3rd

4th-5th

6th-7th

8th-9th

2

3

4

5

Using Maneuvers

 You can use one maneuver during each turn. Some maneuvers require concentration, as if concentrating on a spell, or certain conditions to use. Some maneuvers will require your target to make a saving throw to resist the maneuver’s effects.

Martial Maneuver save DC: 8 + your proficiency bonus + your Intelligence modifier

Burning Mind

 

WizardLevel ManeuverPoints ManeuversKnown

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

11th

12th

13th

14th

15th

16th

17th

18th

19th

20th

2

3

4

5

5

6

6

7

7

8

8

9

9

10

10

11

11

12

12

2

3

3

4

4

4

4

5

5

5

5

6

6

6

6

7

7

7

7


Burning Mind Maneuvers

Warriors who study the Burning Mind Saga learn to move at the speed of thought. Their awareness and reflexes are honed to a razor’s edge. Maneuvers of this saga allow warriors to move in seemingly unnatural ways, gliding across the battlefield, reading a foe’s intentions, and reacting before their enemy can act.

Serpent Shift (1 point)

You manipulate a foe using your footwork and momentum, switching places with them. As an action, spend 1 maneuver point and choose one Medium or smaller creature within 5 feet of you; they must succeed on a Dexterity saving throw, or you trade places with you, and you can then move up to your speed without provoking opportunity attacks.

Shadowhound (1 point)

You read your opponent's moves, predicting their next steps before they know what it will be. As a reaction to a creature within 5 feet of you moving away from you, you spend 1 maneuver point and make an Intelligence check contested by the creature’s Dexterity check. If you win the contest, you follow that creature as they move, keeping in step with them. You may only follow them as far as your maximum speed allows, and you cannot follow them if they utilize a type of speed you do not have, such as flying or burrowing. At the end of this movement, you can make a single melee attack against that creature.

Grim Retribution (1 point)

You punish your opponents' mistakes with austere precision. You activate this maneuver as a reaction when another creature misses you with a melee weapon attack. You can then spend 1 maneuver point and make a melee attack against that creature, or you can activate another maneuver by immediately paying its maneuver point cost, but you can only target the creature that triggered this reaction.

Shield Jab (2 points)

Your assault puts heavy pressure on your enemy’s defenses. As an action, spend 2 maneuver points and target a creature within your reach. The target must succeed on a Constitution saving throw or have its AC lowered by 4 until the end of your next turn. If you succeed with another Shield Jab against the same creature on your next turn, the AC loss is cumulative, otherwise the creature's AC resets to its normal value. If a creature’s AC is reduced to 0 in this way, it’s stunned for 1 minute.

 Crimson Spirit (2 points)

You burn with an arcane power made more potent by the spilling of your blood. As an action, you spend 2 maneuver points and make a melee weapon attack. On a hit, this attack deals an extra 1d4 damage of the same damage as the attack for every 10 hit points you’re currently below your hit point maximum.

Lightning Break (3 points)

Your quickened reactions allow you to counterattack where there is seemingly no space to act. As a reaction to being hit by an attack, spend 3 maneuver points to make a melee attack against the creature that hit you. If your attack hits, you can make one additional melee attack for every additional two maneuver points you spend, and the creature has disadvantage on any other attacks it makes against you this turn.

Swervestep (3 points)

As an action, you spend 3 maneuver points to cause your form to intensely vibrate, making it difficult for your foes to follow. Attacks made against you before the end of your next turn have disadvantage. If an attack misses you, you can use your reaction to make a melee attack against that creature with advantage.

Staunch Parry (4 points)

You employ split-second precision to deflect even the most staggering of attacks. When hit by an attack, you can use your reaction and spend 4 maneuver points to activate this maneuver. Roll a d20 and add your Dexterity and Intelligence modifiers to the result. If the result is equal to or greater than the triggering attack roll, you parry the attack causing it to miss; otherwise, you take half the damage of the attack.

Comet Tail (8 points)

Your launch yourself across the battlefield, buring foes with your fiery trail. You activate this maneuver as an action and spend 8 maneuver points. As part of this action, you can fly in a straight line up to 60 feet in any direction, leaving a 15-feet-wide blazing streak of fire. Any creature caught within the fiery area must make a Dexterity saving throw, taking 5d10 fire damage on a failed save, or half as much damage on a successful one. If you end this movement within 5 feet of a creature, you can make an attack against it with advantage.

Sól Valtiva (10 points)

You ignite your weapon with the fires of the sun. As a bonus action, you spend 10 maneuver points to activate this maneuver for up to 1 minute.

While this maneuver is active, your weapon casts bright light for 60 feet and dim light for 60 feet beyond that. Your weapon also deals an additional 2d6 radiant damage and 2d6 fire damage on a hit, growing brighter with every strike.

After you have dealt at least 100 damage with your weapon, it burns with an unbelievable intensity until the maneuver ends. While the maneuver is still active, the next time you hit a creature that has 100 hit points or less, you can choose to reduce the creature to 0 hit points rather than roll damage and immediately end this maneuver.

 

Automatic Arithmetic

From 14th level, the calculations required to maintain a spell can be completed by your subconscious, leaving you free to focus on battle. When casting a spell that requires concentration, that concentration cannot be broken by taking damage