Base Class: Wizard
Weapon Casters are magical conjurers not only fascinated with the ability to cast spells, but also the intensity of fighting in the front lines of battle. Using years to not only study the complexities of magic, but to also train in the traditions of close combat, Weapon casters learn to create temporary weapons on the fly that best suit their personal abilities, such as Dexterous casters creating; daggers, swords, darts and even bows, where as muscle-bound casters create clubs, maces and great swords.
As well as spawning weapons for themselves out of their own innate abilities, tales of Weapon Casters have spread of how they have used their abilities to arm their fellow allies. Bardic songs tell of these singular Wizards temporary arming Bandit groups, Revolutionaries and City guards all the like, Giving them the perfect situational weapons in their battles to turn the tides in their favor.
Personal weapon
Beginning when you choose this school, you can use your action to create a weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). However, rather than dealing the weapons original type of damage, all of the weapons damage is force damage. You are proficient with this weapon while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your weapon disappears after 10 mins or if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can study a single weapon by performing a special ritual upon it. You perform the ritual over the course of 12 hours, which can be done during a long rest. After the ritual is complete, you can summon the weapon as a Personal Weapon. However, studying a new weapon will stop you from being able to summon the last.
Battle Prepared
Wizards usually do not have any need to for armor, however starting at 2nd level, due to your taste for close combat you have trained and gained proficiency in using Medium armor in order to defend yourself better
Flurry of Great Swords
Starting at 6th level, You create 4 magical great swords that pierce through a single enemy, pinning them to a wall or penetrating from above to pin them to the floor. The target must make a Dexterity saving throw in order to try avoid the attack, on a failure the target becomes restrained and takes 8d6 piercing damage. The spell lasts for 1 min unless successfully saved against or dispelled.
At the end of each of the targets turn, it can attempt to make a DC strength saving throw equal to your spell DC in order to un-restrain itself.
Overcharge
Starting at 10th level, Once per short rest you can overcharge your body to summon magical weapons for 5 attacks. For each weapon an attack roll must be made and each of the 5 weapons must be different each time
Infinite blade
Starting at 14th Level, Once per long rest ,you can summon a hail of sharp blades to attack every enemy within a 60-foot cone. Each creature in the cone must make a dexterity saving throw or suffer 8d10 force damage on a failed save, or half as much damage on a successful one.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/18/2018 4:04:01 AM
|
743
|
6
|
1
|
Coming Soon
|
|
|
8/19/2018 2:29:37 AM
|
230
|
4
|
2
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Sep 21, 2018Currently no, I don't currently believe that the class would require such things and it could possibly become too strong if I was to make it that way. Thanks for the comment =)
-
View User Profile
-
Send Message
Posted Sep 16, 2018Do you add your intelligence modifier to damage and attack with the force weapon?