Wizard
Base Class: Wizard

Some wizards study books in order to become intelligent. Through athleticism and study of the body, you've physiology is a form of intelligence as well. Your body has become magic, allowing you to channel you studies through your blood, sweat, and tears. You are the only class of wizard that could probably win a fistfight.

Self-Motivating Physique

Starting when you take this school at 2nd level, you gain the ability to use Constitution or Intelligence for your spellcasting ability modifier and spell save DC. Once you choose which stat to use, you always use it. Regardless of which stat you choose, you still learn and copy spells through Intelligence. Additionally, the gold and time it takes for you to add spells that deal bludgeoning or force damage to your spellbook is halved, and you no longer need a physical spellbook, as spells are now muscle memory for you. All other features of having a spellbook, such as being a prepared caster and needing to copy or memorize spells in order to access them still apply.

Power Flex

Starting at 2nd level, you can channel your magic into your muscles as magical flexes. You may spend a bonus action to flex which adds your spellcasting ability modifier to your unarmed damage in addition to your normal bonuses and causes your unarmed strikes to deal 1d4 damage, upgrading to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level. Additionally you gain resistance to non-magic piercing slashing and bludgeoning damage.

Louie PUNCH!

Starting at 6th level you may spend a spell slot when you attack. When you do so, you gain an additional damage die (of the same size as the normal die used) on the attack, and your melee attacks are treated as magical for purposes of overcoming resistances and immunities to nonmagical attacks and damage. Using spell slots above 1st level provide additional damage dice increasing by 1 per slot level.

Lesson in Combat

Starting at 10th level you have come to learn that when it comes to actually fighting like a normal person you lack… style, as an ally once told you. So you have proceeded to take lessons from your non-magic companions to see what is wrong with your fighting style. You may choose one of the following features:

  • Battle Pacing. Working with a fighter, you’ve built up a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your wizard level. Once you use this feature, you must finish a short or long rest before you can use it again.
  • Deflection. You’ve trained with a monk and learned how to use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your wizard level.
  • Savagery. You learned from your barbarian friends how to throw aside all concern for defense and attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
  • Street Smarts. Associating with rogues has taught you how to move and act quickly, and think on your feet. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Runic Body

Starting at 14th level, you’ve become naturally adapted to absorbing magic into yourself, granting you the following benefits. You learn the Counterspell spell, if you don’t know it already. Once per long rest, you may cast it without expending a spell slot. When you do, any spell cancelled by this casting of counterspell refunds you one spell slot of equal or lesser level to the one cancelled, up to the level you can cast. Additionally, any creature you attack that is concentrating on a spell has disadvantage on their concentration saving throw for the spell and when you use Power Flex it grants resistance to one type of magical damage of your choice, chosen each time you take a short rest.

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