Wizard
Base Class: Wizard

A wizard is able to cast devastating spells of incredible power, control the minds of those around them with a simple wave of their hand, and conjure strange and wonderful beings from other realms. That being said, a wizard adventurer can only protect themselves so much when an orc’s axe is being swung full force right at their neck. Luckily, most wizards find friends or allies to back them up. However, those who don’t often have to find other ways of keeping safe. Some choose to learn the basics of combat to gain an element of toughness, and then hone their arcane prowess to match their fighting style. These wizards are called spellswords.

Bonus Proficiencies

When you pick this school at level 2 you gain proficiency in light armor, medium armor, shields, simple weapons, and martial weapons.

Enchanted Weapon

Beginning at level 2, you can use your bonus action to temporarily augment your weapon with arcane energy. Enchanting a weapon uses a spell slot. You can only have one enchantment per weapon active at a time. Every augmentation lasts for 1 minute unless stated otherwise, and requires concentration. If you let go of your weapon the effect ends early. Choose 2 of the following options. You may choose another at levels 6, 10, and 14. You may choose to switch one weapon enchantment for another when you gain a wizard level.

Acid Blade

Your weapon does an additional 1d4 acid damage and 2 points of lingering damage at the start of each of your turns as long as Acid Blade is active. Lingering damage does not stack.

Flame Blade

Your weapon does an additional 1d4 fire damage + your intelligence modifier.

Frost Blade

Your weapon does an additional 1d4 cold damage. If your attack hits, the targeted creature must succeed a Constitution saving throw against your spell save or the next attack they make is with disadvantage. 

Lightning Blade

Your weapon does an additional 1d4 lightning damage. You may choose to give yourself advantage on one attack while Lightning Blade is active. You can decide to use this feature after making your attack roll.

Magic Blade

Your weapon deals an additional 1d4 force damage. Additionally you receive +1 attack rolls using your weapon.

Magic Shield

You gain an additional +1 to your AC per spell slot as long as you are wearing a shield. You may also choose a damage type to gain resistance to. Ex: slashing, piercing, fire, etc. 

Magnetic Shield

When a creature misses a melee attack against you using a melee weapon containing metal, you may use your reaction to force them to make a strength saving throw against being disarmed. If they fail their save, their weapon becomes stuck your shield for the duration of Magnetic Shield. A creature may use its action to make another strength saving throw to attempt to pry their weapon off your shield.

Phantom Blade

Your weapon becomes slightly translucent. If you miss an attack with your weapon, you can treat it like a hit and deal an additional 1d4 psychic damage. Once you use this ability the enchantment ends. If you don’t use it within 1 minute, the enchantment still ends. 

Poison Blade

Every time your weapon attack hits, the target must succeed a Constitution saving throw against your spell save or become poisoned until your weapon enchantment ends.

Quickened Blade

Your weapon gains +1 to attack rolls, and you can attack a second time as a bonus action. 

Static Shield

When a creature misses a melee attack against you they take 1d4 points of lightning damage. You may use reaction to add your proficiency bonus to the damage dealt. 

Thunder Blade

Your weapon does an additional 1d4 thunder damage. If your attack hits, the targeted creature must succeed a strength saving throw against your spell save or be pushed 5 feet back and knocked prone.

Arcane Reflexes

Starting at level 6 you can make a weapon attack as a bonus action if you used your action to cast a spell.

Arcane Flourish

Beginning at level 10 you are able to weave illusion magic into your weapon attacks. Your arcane flourish attack deals an extra 2d4 psychic damage and the creature cannot take any reactions until the end of your next turn. You can choose to make your attack an arcane flourish after making your attack roll. You may use this feature a number of times up to your intelligence modifier per long rest.

Heart of the Tempest

Starting at level 14 your arcane flourish deals max damage while a weapon enchantment is active. Additionally, if you run out of uses of your arcane flourish, you may burn a spell slot to gain an additional use.

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