Base Class: Wizard
Wizards who take this subclass speak directly to the soul and spirit a weapon has to enhance and better use the weapons they bear.
In combat, they tend to be right in the middle of the action, fighting the front lines, very similar to Bladesingers.
Martial Maneuvers, Stance of Spell and Steel, Sharpened Discipline
Stance of Spell and Steel
Your magical study allows you to learn the two battle stances below. When you roll initiative, you can choose to enter a stance that you know. You can also change between stances you know as a bonus action. You can only enter a stance as long as you’re not wearing armor or wielding a shield.
Knife Which Sails Through the Air
Your innate magic lifts you and your weapon into the air so your feet barely brush the ground as you soar across the battlefield, and the hilt of your weapon floats just beyond your fingertips. While in this stance, your speed is increased by 10 feet, you ignore difficult terrain, and you gain an additional 5 feet of reach when wielding a melee weapon.
Crossed Blades of the Defender
You and your blade act as one, prowling defensively like a wolf defending her den. While in this stance, your speed is reduced by 10 feet, you cannot be disarmed, and you gain a bonus to your AC equal to your Intelligence modifier.
Sharpened Discipline
Additionally, you gain proficiency with shortswords, longswords, and scimitars, and you can use any of these weapons as an arcane focus for your spells. Additionally, as a bonus action, you can summon any sword you can see within 30 feet to your hand. If another creature is holding the weapon, you can attempt to magically disarm them by forcing them to make a Dexterity saving throw against your spell save DC. On a failed save, the sword flies into your hand.
This ability can be used an amount of times equal to your intelligence modifier, resetting on a long rest.
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. Additionally, to use any maneuver, the weapon you are using must have a value of at least 1 sp.
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. You regain all spent maneuver points at the end of a long rest.
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
|
Wizard Level |
Maneuver Points |
Maneuvers Known |
|
1 |
1 |
2 |
|
2 |
2 |
2 |
|
3 |
3 |
3 |
|
4 |
4 |
3 |
|
5 |
5 |
4 |
|
6 |
5 |
4 |
|
7 |
6 |
4 |
|
8 |
6 |
4 |
|
9 |
7 |
5 |
|
10 |
7 |
5 |
|
11 |
8 |
5 |
|
12 |
8 |
5 |
|
13 |
9 |
6 |
|
14 |
9 |
6 |
|
15 |
10 |
6 |
|
16 |
10 |
6 |
|
17 |
11 |
7 |
|
18 |
11 |
7 |
|
19 |
12 |
7 |
|
20 |
12 |
7 |
Atomizing Blast (6 points)
As a reaction to a creature making a melee attack against you, you can spend 6 maneuver points to add +5 to your AC against that attack. If this causes the attack to miss, you catch it with your blade, creating an intense discharge of atomic energy at the moment of impact. Creatures within 20 feet of you, excluding you, take 3d8 radiant damage, and must make a Dexterity saving throw, taking 3d8 fire damage on a failure, or half as much on a success. Creatures that fail the saving throw are also pushed 20 feet away from you. If this maneuver reduces a creature to 0 hit points, they disintegrate. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
Bitter Vortex (3 points)
As an action, you can spend 3 maneuver points to raise your weapon above your head, summoning a blast of cold that painfully slows your enemies. All creatures within 15 feet of you must make a Constitution saving throw, taking 4d8 cold damage on a failed save, and half as much on a success. Creatures that fail the save also have their speed halved until the end of their next turn.
Blade of the Wyrmslayer (2 points)
As a bonus action, you can spend 2 maneuver points to chant the ancient ballad of Sýr, granting you the power of the deathrunes placed on his blade by the first sorceress. You can maintain this maneuver by concentrating on it as if it were a spell, and by paying the point cost at the start of each subsequent turn as a bonus action. While this maneuver is active, one sword you wield deals an extra 3d6 necrotic damage on a hit, and creatures hit by the blade cannot regain hit points until the maneuver ends.
Bolt of Destruction (6 points)
You leap forward with incredible speed, streaking across the battlefield like a flash of lightning, before striking at your target with extreme precision. As an action, you can spend 6 maneuver points to target one creature or object you can see within 90 feet. You move in a straight line towards the target, ignoring creatures of your size or smaller, landing in the target’s space. The target is pushed 5 feet horizontally into an unoccupied space, and then you can make an attack against them with advantage. If this attack hits, it deals an additional 8d6 lightning damage. Any creatures in your path when you leap to your target must make a Dexterity saving throw, taking 8d6 lightning damage on a failure, or half as much on a success. Objects in your path when you leap to your target automatically take 8d6 lightning damage, and 4d6 force damage. If this reduces them to 0 hit points, they are obliterated, and you pass directly through them. If this does not reduce them to 0 hit points, you take 4d6 force damage and stop moving.
Dimensional Skewer (3 points)
You pull a creature through a dimensional portal into your waiting blade. As an action, you can spend 3 maneuver points to target one creature within 90 feet you can see. The target creature must succeed on a Charisma saving throw, or it vanishes and reappears in an empty space within 5 feet of you, and you can make one attack against it with advantage. Additionally, if the target creature is Large or smaller, it is stuck on your sword and grappled until you use your weapon to make another attack.
Electric Lash (1 point)
Your strike delivers a bolt of lightning to the target that arcs from foe to foe. When you hit a creature with an attack, you can spend 1 maneuver point to deal an extra 1d6 lightning damage to them and up to three other enemy creatures within 5 feet of the target.
Elemental Gift (2 points)
As a bonus action, you can spend 2 maneuver points to magically bind the elements to the weapons of your party. Choose one of: fire, cold, or lightning. Until the end of your next turn, creatures of your choice within 15 feet deal an extra 1d8 damage of the chosen type whenever they hit with a weapon attack.
Gyrfalcon Strike (2 points)
As an action, you can spend 2 maneuver points to hurl your blade at a creature and have it magically returns to your grasp. Make a melee weapon attack against one target creature within 60 feet as if the target was in reach. You cannot use melee weapons that are attached to you, such as claws. If you have the Extra Attack feature, you can catch your weapon and then magically throw it again to make your second attack.
Keen Backswing (2 points)
You and your weapon work in perfect harmony, turning a miss into a deadly opportunity. When you miss with a melee weapon attack, you can use your reaction and spend 2 maneuver points to make another attack against the same target with advantage.
Lethal Orbit (8 points)
As a bonus action, you can spend 8 maneuver points to cause your weapons to float around you, spinning in a ring. For 1 minute, or until you lose concentration, you have advantage on melee attacks. Whenever a creature moves within 5 feet of you, you can make a melee attack against that creature (no action required).
Additionally, you gain an extra action on each of your turns. This action can be used only to take the Attack action and can only be used to make one attack.
Phaseshift Strike (4 points)
Unleash a blow that temporarily knocks an enemy out of phase with the material plane. When you hit a creature with a melee weapon attack, you can spend 4 maneuver points to deal an additional 4d6 force damage to the target creature, and they are also knocked into another dimension, reappearing 15 feet directly away from you. They must make a Dexterity saving throw with disadvantage when they reappear or fall prone. If a creature teleported by this maneuver reappears inside solid material, such as within the wall of a cave, they take another 3d10 force damage and are instantly shunted to the nearest available space.
Quantum Exchange (2 points)
As an action, you can spend 2 maneuver points to magically reach out with your mind and switch the dimensional properties of two of your allies. Two allied creatures you can see within 30 feet swap positions.
Spacecleave (3 points)
Your weapon splits the fabric of space itself, allowing you to conjure an ally through the tear it leaves behind. When you hit a creature with a melee weapon attack, you can spend 3 maneuver points to target one Large or smaller ally within 60 feet and teleport them to an empty space within 10 feet of you. The allied creature can then make one melee attack with advantage.
Thunderous Shunt (1 point)
At the moment of impact, your weapon creates a concussive shock that causes your enemy to stagger back. When you hit a creature with a melee weapon attack, you can spend 1 maneuver point to deal an extra 1d6 thunder damage, and the target must succeed on a Strength saving throw or be pushed 5 feet away from you.
Wrathful Flame (3 points)
You reach through the spirit of an enemy to the essence of their weapon, instilling it with burning rage. As an action, you can spend 3 maneuver points to target one enemy creature you can see within 60 feet. That creature must make a Charisma saving throw. On a failure, their weapon bursts into flame, dealing 5d6 fire damage to them, and forcing them to drop the weapon. If the creature is not wielding a weapon, or has a weapon stowed, nothing happens.
Extra Attack
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.
Resonant Edge
When you cast a spell while holding a sword, the blade becomes charged with arcane magic. Each spell you cast charges the blade with force damage equal to twice the level of the spell. The total amount of force damage you can store in your blade is equal to ten times your proficiency bonus. The next time you hit a creature with a charged weapon, the weapon deals additional damage equal to the stored force damage and the charged damage resets to 0.
Spirit of the Living Blade
You gain the ability to call upon the enduring essence of your blade to aid you in battle. As a bonus action, you can transform one blade in your hand into the legendary weapon. For 1 minute, it becomes a magical weapon with a bonus to attack and damage rolls equal to your Intelligence modifier, and it sheds silvery light that emanates as bright light from you in a 30-foot radius, and dim light for 30 feet beyond that.
You and any allied creatures within 60 feet cannot be frightened and gain temporary hit points equal to 1d4 + your Intelligence modifier at the start of each of your turns.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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8/8/2024 1:40:19 AM
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