Base Class: Wizard
Close combat mages utilize a combination of physical enhancement magic with prowess in martial arts to fight enemies in close quarters.
Infusion Strikes
Starting at level 2, you have learnt how to infuse magic into your unarmed strikes.
You also gain the following benefits:
- 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. This die changes to a d6 at 6th level, a d8 at 10th level, and a d10 at 14th level.
- 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.
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 or if you don armor or a shield. You can also dismiss the Physical Enhancement state at any time (no action required).
While Physical 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 Strength (Athletics) and Dexterity (Acrobatics) checks.
- Immediately after you take the Attack action on your turn, you can expend one 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.
Close Quarter Casting
Beginning at 10th level, you close quarter combat experience makes you more adept at casting magic. You can cast cantrips without any verbal or somatic components. Additionally, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls.
Limit Break
Starting at 14th level, you can further boost your physical capabilities under Physical Enhancement. You can use a bonus action while under Physical Enhancement or use the same bonus action to use Physical Enhancement 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, Dexterity, 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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