Wizard
Base Class: Wizard

Augmenters are wizards that have found a way to use their spell slots to fuel their speed, defense, and attacks. As an augmenter you strive to push your body to unimaginable limits. Fortify yourself for the fights ahead will be dangerous for one who pursues this path. 

Level 3: Fortified Self

You gain the following abilities as long as you aren’t wearing any armor or wielding a shield:

Improved Shield. You always have the Shield spell prepared. Additionally, the spell adds your proficiency bonus to your AC

Arcane Fist. You gain proficiency with unarmed strikes and your unarmed strikes deal 1d6 damage and deal force damage. Additionally, you can use your intelligence modifier for the attack and damage rolls

Arcane Recovery Savant. When you use your Arcane Recovery on a short rest, you can add  additional spell slot(s) to the recovery process up to half your proficiency bonus rounded down

Level 3: Augments

As a Bonus Action you can use a spell slot to enhance your physical prowess. These augments don’t count towards your spell limit per turn and only require somatic components to use (they are subject to Counterspell). You gain access to the following augments:

Increased Foot-speed. Add 10 feet of movement times the level of the spell slot used to your speed for the round. Additionally, you can immediately dash and opportunity attacks are taken at disadvantage.

Increased Attack-Speed. Perform a number of attacks equal to half the level of spell slot used rounded up.

Increased Destruction. Add 1d6 plus 1d6 per level of spell slot used to all your unarmed attacks until the start of your next turn.

Level 6: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your Wizard cantrips that has a casting time of an action in place of one of those attacks.

Level 10: Arcane Evasion

The Arcane energies permeating your body gives you increased resistance, When you’re subjected to an effect that allows you to make Any saving throw to avoid taking damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the incapacitated condition.

Level 14: Additional Augment

When you use your augments, you can use an additional spell slot to perform a second augment which can be the same as the first (Counterspell can only effect one augment).

Additionally, if a 9th level spell slot is used to fuel your augment you gain the following effects:

Increased Foot-speed. Your speed is quadrupled for this turn, and you gain a fly speed equal to your walking speed.

Increased Attack-Speed. All unarmed attacks this round are performed with advantage.

Increased Destruction. All unarmed attacks affect creatures in a 20 foot cone.

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