Wizard
Base Class: Wizard

Wizards who abandon traditional casting, instead weaving their magic directly through martial forms. Their blade is not just a weapon, it is their spellcasting system.

Arcane Blade Initiate

Arcane Blade Focus

You can use a melee weapon you are proficient with as a spellcasting focus for your wizard spells.

  • You can perform somatic components while holding this weapon.
  • You can ignore non-costly material components when casting spells through it.

Arcane Forms

When you prepare your wizard spells, you can designate a number of prepared spells equal to your Intelligence modifier (minimum of 1) as Arcane Forms.

A spell must meet the following criteria to be designated as a Form:

  • It is of 1st–5th level
  • It has a casting time of 1 action, bonus action, or reaction
  • It is not a ritual

When you cast a designated spell:

  • You may originate the spell from your weapon, a point you strike, or along the path of your weapon’s movement.
  • You may replace its somatic components with weapon movements.

You may assign each Form a unique name (for example, Ember Arc for Fireball).

Form Classification

Each Form is categorized based on its primary effect:

  • Damage Form: Primarily deals damage
  • Control Form: Restricts movement, actions, or imposes conditions
  • Movement Form: Alters position or mobility
  • Defensive Form: Protects or mitigates damage

If a spell qualifies for multiple categories, you choose its classification when designating it as a Form.

A Form can benefit from only one category at a time.

Flow State

You gain a resource called Flow representing your combat rhythm.

  • You gain 1 Flow when you:
    • Hit a creature with a weapon attack, or
    • Cast a spell designated as a Form
  • Maximum Flow = your Intelligence modifier (minimum of 1)
  • If you end your turn without making a weapon attack or casting a Form, your Flow resets to 0.

Flow Enhancement

While you have 2 or more Flow, your Forms gain additional effects based on their classification:

  • Damage Forms: Add your Intelligence modifier to one damage roll
  • Control Forms: Targets have disadvantage on their first saving throw
  • Movement Forms: Increase movement or teleport distance by 10 feet
  • Defensive Forms: Gain temporary hit points equal to your Intelligence modifier

Combat Weaving

You gain the ability to weave your magic directly into your attacks.

Weaving Attack

When you take the Attack action, you can replace one attack with the casting of a Form (spell of 1st–2nd level).

You also gain Extra Attack.

Reactive Forms

When you cast a spell as a reaction (such as Shield), it is automatically treated as a Form and grants +1 Flow.

Arcane Stances

You gain access to Arcane stances.

As a bonus action, you can enter one of the following stances. You can switch stances as a bonus action.

 Aegis Stance

  • While you have Flow, you gain +2 AC
  • When you cast a Defensive Form, you gain temporary hit points equal to your Intelligence modifier

 Tempest Stance

  • When you deal damage with a Form, add your Intelligence modifier to one target
  • At 3+ Flow, your movement speed increases by 10 feet

Flux Stance

  • Movement Forms gain an additional 10 feet
  • After casting a Movement Form, you do not provoke opportunity attacks

Arcane Finishers

You can expend your Flow to unleash powerful finishing techniques.

Using a Finisher

  • You can activate a Finisher when you cast a Form or hit with a weapon attack
  • You must have at least 2 Flow
  • When you use a Finisher:
    • You expend all current Flow
    • You apply one Finisher effect
  • You can use only one Finisher per turn
  • When you use a Finisher, you may declare a Signature Name for the technique.

Cataclysm Drive (Damage)

When you deal damage with a Form or weapon attack:

  • Add 1d8 force damage per Flow spent
  • Creatures affected are pushed 10 feet away
  • If 3+ Flow was spent, creatures are knocked prone

Binding Collapse (Control)

When a creature fails a saving throw against your Form:

  • It becomes Restrained until the end of your next turn
  • If it is already Restrained or Paralyzed, it becomes Stunned until the end of your next turn

Phase Rend (Movement)

Immediately after casting a Movement Form or hitting with a weapon attack:

  • You teleport up to 10 feet per Flow spent, dividing the movement as you choose
  • You can make one weapon attack at each location (maximum equal to your Intelligence modifier)

Absolute Guard (Defense)

When you are hit by an attack or targeted by an effect:

  • You gain resistance to all damage until the start of your next turn
  • You gain temporary hit points equal to 2 × Flow spent
  • If 3+ Flow was spent:
  • You take no damage on a successful saving throw, and half damage on a failure

Arcane Pinnacle

You've reached a the pinnacle of Arcane Blade allowing you to create a signature move. 

Choose one of the following:

Arcane Cataclysm

Once per long rest, when you cast a Form of 3rd level or higher:

  • You can maximize one damage roll of the spell
  • Creatures have disadvantage on their saving throws against it

Perfect Flow

  • Your Flow no longer resets automatically at the end of your turn
  • Once per turn, you can cast a 1st–2nd level Form without expending a spell slot

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