Wizard
Base Class: Wizard

Choosing a Unique style of casting the punch wizard chooses to use their fist as their spell casting focus

they run up into the fray of battle and punch enemies with a point blank fireball

Level 3: Way of the Fist

A Blessing or a Curse? Choosing the Path of a Punch Wizard forces you to only cast spells at the range of touch (centered on your fist). If the spell makes enemies do a saving throw, you do not have to hit in order for the spell to cast (Example: Fire-Ball, lightning bolt, healing word). 

 

Level 3: Adrenaline Rush

 Mixing the effects of magic and adrenaline you gain unnatural abilities (Its Just Bladesong)

You can invoke an special magic technique called adrenaline rush, provided you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the adrenaline rush, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the adrenaline rush at any time (no action required).

While your adrenaline rush 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 gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
  • You become immune to the damage of spells you cast 
  • You may use your intelligence modifier for to hit when attacking enemies

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.

(You do not do melee damage when punching while casting a spell)

The Element of surprise

While other wizards became elemental adepts you use a very different Element

Using to your advantage the fact the enemies don't expect a small wizard to punch

your first attack in each combat is made with advantage and enemies have disadvantage on saving throws (this does not work if the creature has seen this before or if they have alert)

Level 6: OverCharge

You can attack twice instead of once, but the second attack can not be a leveled spell but can be a cantrip. When you cast a spell this way, roll a d20 saving throw (DC 1) if you succeed the DC doubles (1 to 2, 2 to 4, 4 to 8) for each time you have succeeded the DC resets when you have long rested or failed. When you Fail, the spell fissile and you roll on the Wild magic surge Table twice. You can only attack this way if you still have charges that go away when you fail a number of times equal to your proficiency modifier you regen all charges after a long Rest.

 

 

Wild Magic Surge
1d100 Effect
01–04 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
05–08 A creature that is Friendly toward you appears in a random, unoccupied space within 60 feet of you. The creature is under the DM’s control and disappears 1 minute later. Roll 1d4 to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature’s stat block.
09–12 For the next minute, you regain 5 Hit Points at the start of each of your turns.
13–16 Creatures have Disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
17–20 You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll 1d8 to determine the effect: on a 1, you’re surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on a 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a 4, you must shout when you speak; on a 5, illusory butterflies flutter in the air within 10 feet of you; on a 6, an eye appears on your forehead, granting you Advantage on Wisdom (Perception) checks; on an 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a Remove Curse spell.
21–24 For the next minute, all your spells with a casting time of an action have a casting time of a Bonus Action.
25–28 You are transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
29–32 The next time you cast a spell that deals damage within the next minute, don’t roll the spell’s damage dice for the damage. Instead use the highest number possible for each damage die.
33–36 You have Resistance to all damage for the next minute.
37–40 You turn into a potted plant until the start of your next turn. While you’re a plant, you have the Incapacitated condition and have Vulnerability to all damage. If you drop to 0 Hit Points, your pot breaks, and your form reverts.
41–44 For the next minute, you can teleport up to 20 feet as a Bonus Action on each of your turns.
45–48 You and up to three creatures you choose within 30 feet of you have the Invisible condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell.
49–52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53–56 You can take one extra action on this turn.
57–60 You cast a random spell. If the spell normally requires Concentration, it doesn’t require Concentration in this case; the spell lasts for its full duration. Roll 1d10 to determine the spell: on a 1, Confusion; on a 2, Fireball; on a 3, Fog Cloud; on a 4, Fly (cast on a random creature within 60 feet of you), on a 5, Grease; on a 6, Levitate (cast on yourself); on a 7, Magic Missile (cast as a level 5 spell); on an 8, Mirror Image; on a 9, Polymorph (cast on yourself), and if you fail the saving throw, you turn into a Goat; on a 10, See Invisibility.
61–64 For the next minute, any flammable, nonmagical object you touch that isn’t being worn or carried by another creature bursts into flame, takes 1d4 Fire damage, and is burning.
65–68 If you die within the next hour, you immediately revive as if by the Reincarnate spell.
69–72 You have the Frightened condition until the end of your next turn. The DM determines the source of your fear.
73–76 You teleport up to 60 feet to an unoccupied space you can see.
77–80 A random creature within 60 feet of you has the Poisoned condition for 1d4 hours.
81–84 You radiate Bright Light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the Blinded condition until the end of its next turn.
85–88 Up to three creatures of your choice that you can see within 30 feet of you take 1d10 Necrotic damage. You regain Hit Points equal to the sum of the Necrotic damage dealt.
89–92 Up to three creatures of your choice that you can see within 30 feet of you take 4d10 Lightning damage.
93–96 You and all creatures within 30 feet of you have Vulnerability to Piercing damage for the next minute.
97–00 Roll 1d6: On a 1, you regain 2d10 Hit Points; on a 2, one ally of your choice within 300 feet of you regains 2d10 Hit Points; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain all your expended Sorcery Points; on a 6, all the effects of row 17–20 affect you simultaneously.

Level 14: The Art of Fist

You learn how to perfectly time the connecting fist to your enemy's face while still casting your spells

Once per turn while in adrenaline rush when you make an unarmed attack you may roll to hit the enemy as well as cast your spell. you may use your intelligence modifier for the damage

Level 10: OverFlow

Regain spells equal to the sum total of your proficiency modifier during a short rest (Ex: 4 level 1's, or 1 level 4). You can do this ability again after a long rest

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