Wizard
Base Class: Wizard

A wizard trained in martial combat.

Arcane Salvo

Starting when you choose this school at 2nd level, you learn a special cantrip that you have prepared at all times and can cast at will, named Arcane Salvo. Arcane Salvo uses your Intelligence modifier for attack and damage rolls. As an action, you can make a ranged spell attack with Arcane Salvo to hurl a concentrated orb of pure arcane energy at a target of your choosing within 130 feet of you, dealing 2d4 + 2 force damage on a successful hit. At later levels as a Wizard you can make additional attacks using Arcane Salvo. You also you learn an Auxiliary that accompanies cantrip upgrades to Arcane Salvo at certain levels. Auxiliaries are additional effects that you apply before you make attacks with Arcane Salvo. However, you can use only one Auxiliary per attack. Refer to the chart below:

Wizard Level Cantrip Upgrade Auxiliary
2nd - Using Arcane Salvo within 5 feet of a hostile creature doesn't impose disadvantage on this special attack.
5th At 5th level, you can attack twice, instead of once, whenever you attack with Arcane Salvo as an action. If you would be exposed to an effect that negates or prevents spellcasting, you can still cast Arcane Salvo.
11th At 11th level, you can attack with Arcane Salvo as a bonus action.  Arcane Salvo deals an additional 1d4 force damage.
17th At 17th level, you can attack twice, instead of once, whenever you attack with Arcane Salvo as a bonus action. Arcane Salvo becomes a guaranteed hit while a target is under the effects of a concentration spell that you cast. When Arcane Salvo is used in this way, it becomes a Constitution saving throw. On a successful save, targets take only half damage. If multiple creatures are under the effects of a concentration spell that you cast, you can target all of them with the same attack so long as they're within 30 feet of you or one another.

Due to the amount of time and effort required to master Arcane Salvo, you can only have up to two other cantrips prepared.

Coat of Arms

At 2nd level, you've had magical tattoos grafted across the length of your body, affording you greater combat prowess. While you're not wearing any armor or using a shield, you gain the following benefits:

  • Armor Class equals 10 + your Constitution modifier + your Intelligence modifier.
  • When casting a spell, you can ignore one of the spell's components of your choice. You can do this a number of times equal to 1 + your Intelligence modifier per long rest.
  • Effects that supress magic don't supress this feature.

Pragmatic Training

At 6th level, you gain proficiency in the Athletics(Strength) skill, if you didn't already have it. If you make an Athletics(Strength) check while you have a negative or +0 Strength modifier, you instead make Athletics(Strength) checks as though you have a +1 Strength modifier. If you have +1 Strength modifier or higher, your movement speed increases by 5 feet. If you have a +2 Strength modifier or higher, you gain expertise in the Athletics(Strength) skill.

Disciplined Mind

Starting at 10th level, due to your many experiences in intense arcane combat your mind's ability to quickly analyze situations is significantly sharpened. You can add your Wisdom modifier to Intelligence checks, and add your Intelligence modifier to Wisdom saving throws.

Negate

Starting at 14th level, when you're subjected to a magical effect, you can use your reaction to expend a spell slot of a level that is equal to or greater than the level of the spell causing the magical effect to dispel it. If you expend a spell slot of a higher level than the spell effect that was dispelled, that spell's controller must expend spell slot levels equal to the difference. If the effect is not caused by a spell, instead your Dungeon Master determines what spell slot level is required to dispel the effect.

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