Wizard
Base Class: Wizard

Most wizards believe the pinnacle of arcane mastery is the perfect spell. Berserk Mages believe it is the perfect strike.

Through relentless study and physical discipline, Berserk Mages learn to weave magic directly into martial combat. Rather than standing behind allies, they stride into the heart of battle wielding weapons that few spellcasters could even lift. Every swing is guided by arcane knowledge, every spell strengthens their next blow, and every battle is another opportunity to demonstrate that intellect is as deadly as raw strength.

While often dismissed as reckless by their peers, Berserk Mages are anything but. Their combat style is founded upon careful calculation, precise timing, and an intimate understanding of how magical energy flows through steel. By combining rigorous scholarship with overwhelming force, they become fearsome spellblades capable of meeting monsters and rival warriors head-on without abandoning the versatility of wizardry.

Arcane Armament & Conditioning

Beginning at 3rd level, you have devoted yourself to the art of blending martial prowess with arcane study. Through relentless discipline, you have forged both your body and your weapon into conduits of magical power.

You gain proficiency with medium armor, shields, martial weapons, and Constitution saving throws.

At the end of a Long Rest, you can touch one weapon with which you are proficient and forge an arcane bond with it. This bonded weapon is your Arcane Weapon until you finish a Long Rest, forge a bond with a different weapon, or the bond ends through another feature of this subclass.

While wielding your Arcane Weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls you make with it. Your Arcane Weapon also serves as your spellcasting focus, and you can perform the somatic components of Wizard spells even when both of your hands are occupied by your Arcane Weapon.

Your rigorous training also strengthens your resilience. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

Arcane Infusion

Beginning at 6th level, your mastery over your Arcane Weapon deepens, allowing you to channel magic through it with greater precision. Your bond has become so complete that your Arcane Weapon gains the benefits of a Pact Weapon.

In addition, immediately after you cast a Wizard spell of 1st level or higher, you can make one attack with your Arcane Weapon as a Bonus Action. You can use this feature only once on each of your turns.

Arcane Cleave

Beginning at 10th level, your Arcane Weapon becomes a vessel capable of containing destructive arcane power.

When you cast a Wizard spell of 1st level or higher that has a casting time of 1 action and deals damage, you can choose to store that spell within your Arcane Weapon instead of having it take effect immediately. The spell slot is expended as normal. Only spells that deal damage with a single damage roll can be stored using this feature.

While your Arcane Weapon contains a stored spell, the weapon's damage is replaced by the stored spell's damage roll. Whenever you hit a creature with your Arcane Weapon, instead of dealing the weapon's normal damage dice, the target takes the damage from the stored spell's damage roll as though it had been cast at its current level. Ignore the spell's area of effect and any additional effects it would normally create. Add your Intelligence modifier to the damage as normal.

You can have only one spell stored within your Arcane Weapon at a time. The stored spell remains until you store another spell, your Arcane Weapon bond ends, or you are reduced to 0 hit points.

Arcane Ascendance

Beginning at 14th level, your mastery of your Arcane Weapon allows you to unleash the full power of a stored spell.

When you hit a creature with your Arcane Weapon while it contains a stored spell from your Arcane Cleave feature, you can choose to release the stored spell. Instead of replacing your weapon's damage for that attack, the stored spell is cast as though you had cast it at its current level, originating from your Arcane Weapon.

If the stored spell targets only one creature, the creature hit by your Arcane Weapon becomes its target. If the stored spell affects an area, its point of origin is your Arcane Weapon instead. A spell with a line area becomes a 30-foot cone, while a spell with a sphere or cube area becomes a 15-foot cone, originating from your Arcane Weapon.

Once released, the stored spell is lost, and your Arcane Weapon no longer contains a stored spell.

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