Wizard
Base Class: Wizard

You remember ancient stances of both magical and martial significance. Memories of war and battle too old to be yours or even anyone in living memory, these battles included the use of magic and mind as well as martial skill. This was called the Way of the Weave. 

Spellweaving Stance

3rd-level Spellweaver feature

Rather than dodging blows with dirty tricks and guile, you see them coming, calculate trajectories and evade the attack. So long as you are unarmored and carrying no shield, your base Armor Class equals 10 plus your Dexterity and Intelligence modifiers.

 

Spellstrike Style

3rd-level Arcane Fist feature

You use your mastery of magic to deliver blows and touch spells with incredible force.

Calculated Strikes: You can use Intelligence instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Force damage equal to a roll of a d8 plus your Intelligence modifier, instead of the strike’s normal damage.

Bonus Strike: You can make an additional Unarmed Strike as a Bonus Action. 

Spellstrike: When using the Magic action to cast a spell with a range of Touch, 5' or Self with the intent to deliver a spell effect by way of touching the target (such as Vampiric Touch), you may do so by way of an Unarmed Strike. Roll a d8 and add its result to the damage of the spell cast. Also, your Unarmed Strikes count for any spell that requires you to wield a melee weapon. 

Power Surge

6th-level Arcane Fist feature

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you willingly end Concentrating on a spell, you gain a power surge as you hold back some of that arcane power. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

You can spend a Power Surge in one of two ways: 

Damage Surge: Once per turn when you deal damage to a creature or object with a wizard spell or a Calculated Strike, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

Speed Surge: During your turn, you can spend a Power Surge to sprint forward in a blur of speed, allowing you use a Dash as a Bonus Action. This movement does not provoke attacks of opportunity. 

Spellweave Defense

10th-level Arcane Fist feature

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

Stance Mastery

14th-level Arcane Fist feature

You have mastered the Way of the Weave and learned to evade its strands. You have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

Previous Versions

Name Date Modified Views Adds Version Actions
3/14/2025 1:13:40 AM
5
1
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes