Base Class: Wizard
As it was as in every part of the world,even on Tarmyra there were mages present, yet the fighting spirit of the people saw weakness in a fighter, that is not able to survive much and pack a punch, but rather do fancy sorceries. Mages of Tarmyra had to get used to this mindset and so it was, that the traditions of the north and the customs of battle imprinted themselves upon them and they adapted into a new form of a mage. They were able to cast and use spells as well as handle themselves in battle with weapons and armor. It was only then the Tarmyrans saw use in magic.
Arcane Battlegear
When you gain level 2 in your Wizard class, you gain following features:
Your knowledge of traditional ways of battle of Tarmyran people have taught you how to handle battlegear normally suited for warriors.
You gain proficiency with martial weapons, shields, light and medium armor. Additionally, you can use any martial weapon as a spell focus.
In offense, you have adapted to transfer your magical powers into your swings and let them infuse your raw attacking power.
Whenever you make an attack with a melee weapon, you can add your Intelligence modifier to the damage dealt on top of the usual Strength or Dexterity modifier bonus.
On the defensive, you learned how to bend the arcane energy around you to protect yourself and learned to fuse your powers with the protection you are wearing.
Whenever calculating your AC while wearing armor, you add half of your Intelligence modifier (rounded up) to the final result. Additionally, if when not wearing armor, your AC equals to 13 + your Intelligence modifier.
Infused Strike
When you gain level 6 in your Wizard class, you gain following features:
You have mastered a way to power a particular strike you focus on with your raw magical strength.
Whenever you take an attack action to do a melee attack, you can choose to make the attack infused with arcane power and to add a bonus die to the damage done by the attack by spending a spell slot of any level. However, you have to choose to make the attack infused before you know the outcome of the roll. Your weapon flashes by the color of your choice (if not chosen, it flashes bright cyan). If you hit, the number of dice you add to the damage is chosen by the level of the spell slot used. The die is a d4 with the number of the dice being the level of the spell slot. The number of dice used for each spell slot level are the following: Spell slot level 1 (4d8), Level 2 (6d8), level 3 (8d8), level 4 (10d8), level 5 (12d10), level 6 (14d10), level 7 (16d10), level 8 (18d20), level 9 (20d20). An Infused Strike attack is considered magical for purposes of overcoming nonmagical defenses.
You can use this feature a number of times equal to your wizard level subtracted by the level of the spell slots used. The number cannot reach negative numbers after the subtraction. If you no longer have a spell slot of a level equal or lower then the wizard levels remaining your wizard level pool, you cannot use this feauture. Any unused levels off your wizard level pool are lost upon taking a long rest.
For example: A level 6 Wizard can empower 4 of their attacks with 4d8, using level one spell slots and 1 attack with 6d8, using a level two spell slot OR 2 of their attacks with 8d8, using level three spell slots and any combination inbetween, as long as you have a spell slot equal to or less than what level is left in your Wizard level pool
Infused Defense
When you gain level 10 in your Wizard class, you gain following features:
In Tarmyran mind, if you cannot take care of yourself, you have no right to recieve help from others. That taught you to be able to take a hit and channel energy inward to have even a tougher hide.
As an action, you manifest a magical armor around you. It can be of any color you choose (if not chosen, the color is bright cyan). The armor moves with you and lasts until you take a long rest, then it dissipates completely and has to be created again. To do so, you have to expend a spell slot of any level. The armor takes damage first. When it is reduced to 0 hit points, it dissipates and you take any remaining damage. The armor protects against nonmagical and magical damage. The armor doesn't protect against effects like poison or bleed, that aren't direct attacks.
The armor's HP is determined by the level of the spell slot used, that determines the perfentage of your total Hit Points, from which the armor HP derives (always rounded up): Spell slot level 1 (20 % of your total HP), Level 2 (30 % of your tHP), level 3 (40 % of your tHP), level 4 (50% of your tHP), level 5 (60 % of tHP), level 6 (70 % of your tHP), level 7 (100 % your tHP), level 8 (150 % of your tHP), level 9 (200 % of your tHP).
You can use this feature a number of times equal to your wizard level subtracted by the level of the spell slots used. The number cannot reach negative numbers after the subtraction. If you no longer have a spell slot of a level equal or lower then the wizard levels remaining your wizard level pool, you cannot use this feauture. Any unused levels off your wizard level pool are lost upon taking a long rest. This feature shares the wizard level pool with the Infused Strike feature.
Resort of the Dying Warrior
When you gain level 14 in your Wizard class, you gain following features:
You have learnt to be so intertwined with the raw magical energy of the weave, you can transfer all of it it into life energy itself and use it to rip you or your friends off from the firm grasp of the reaper's hand.
Whenever you fall unconscious or see a creature in a distance up to 60 feet, fall unconscious, you can use your reaction to discharge all of your mystical powers and transfer it into life force itself, returning yourself or the creature back to life with one hit point. For that, you use all of your remaining spell slots you have as a character and are unable to use any spellcasting abilities and magic related features you have from any class or race from the moment on for a week.
Alternatively, whenever you or a creature within range of 60 feet dies, you can use a reaction to bring yourself or the creature back to one hit point. Because of this,you are tapping into the very essense of yourself, that allows you to cast magic. After using this feature in this way, you use all your spell slots and from the moment on, you lose the ability of spellcasting and any other magical features granted by anything, as a character forever.
Both of these options can be also cast outside and in combat as an action.
Previous Versions
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10/21/2019 9:04:18 PM
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