Wizard
Base Class: Wizard

Although, most wizards use their arcane talents to alter their environment, wizards of the School of the Arcane Fist use their magic to augment their bodies and enhance their physical attacks.

Combining years of arcane studies with intense martial and physical training, these wizards achieve the pinnacle of self-perfection. The rarely equip armor or wear any upper garments, wading into battle with only their fists and magical prowess.

They most often are employed as personal guards in the service of rich merchants, noble houses or even royal courts. They, occasionally, can be seen being enlisted in armies, where they constitute the head of the vanguard, leading their fellow combatants by example.

Unfortunately, due to the taxing training they endure and perilous hazards their profession entails, they rarely reach old age or perish from natural causes.

Mind over Body

Starting at 2nd level, you've learned how to augment your physical toughness using magical means. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. Your height increases by 2d6 inches and you acquire a perfectly built body.

Additionally, you gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor.

Hardened Fists

At 2nd level, you are able to strengthen your fists to deliver devastating attacks. Your unarmed strikes deal 1d4 base damage and you can use your Intelligence modifier, instead of Strength, for the attack and damage rolls. Also, your fists can be used in place of weapons for any spell that requires a weapon as a material component.

Supernatural Conditioning

At 6th level, your constant training has allowed you to reach new heights in martial arts. If you make a melee attack during your turn, you can use your bonus action to make an unarmed strike.

Additionally, you can use your Intelligence modifier instead of Strength, for any Strength checks or saving throws.

Pressurized Aura

Starting at 10 level, you have learned how to increase the air pressure around your body and limbs creating a magical aura.

When you start concentrating on a spell, your unarmed strikes count as magic weapons for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, any creatures (excluding you) within 10ft of yourself need to spend 2 feet of movement for every 1 foot they move.

Elemental Barrage

Starting at 14 level, you know how to weave elemental magic into your attacks. Whenever your Pressurized Aura feature is triggered, choose an elemental damage type (acid, cold, fire, lightning, or thunder). You gain resistance to damage of the chosen type and your melee attacks deal extra damage of this type equal to half your wizard level.

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