Wizard
Base Class: Wizard

Sporting wizards are so named because of their seemingly magical ability to produce match-winning plays and wondrous defensive efforts. Many affluent wizarding schools, in an effort to diversify their clientele or stake out an extracurricular field of excellence for themselves, will reach out to talented athletes and offer to pay for their education in return for their participation in sporting teams. Such students are unlikely to achieve the academic heights of their peers, but are nonetheless valuable contributors to the cultural fabric and continued popularity of wizarding schools.

Muscular

When you choose this archetype at 2nd level, your hitpoint maximum increases by 2, and increases by 1 whenever you take another level in this class.

In addition, you gain proficiency in the Athletics skill. If you are already proficient in Athletics, you can add double your proficiency bonus when making Athletics skill checks.

Playing Kit

Also at 2nd level, your wizarding school provides you with an appropriate uniform for your sport - usually including a helmet, shoulder pads, and jock strap. You are considered proficient in your playing kit, and it grants you a base AC of 13 + your Dexterity modifier. If you lose your playing kit, or soil it, your wizarding school will magically transport you a new one over the course of your next long rest.

Captain's Call

Starting at 6th level, you can harness your natural leadership ability to direct your allies' efforts in battle. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of their choice that they can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

Practical Magic

At 6th level, you have mastered the use of your arcane powers to aid your sporting prowess. You gain the following abilities:

  • You can cast the jump spell as a reaction whenever you attempt a long or a high jump, as long as you have the spell prepared and only target yourself.
  • Whenever you hit a creature with a melee weapon attack, you can expend one spell slot to deal extra damage to the target, in addition to the weapon's damage. The extra damage is 1d8 per spell level, to a maximum of 5d8. The extra damage is of the same type as the original melee weapon attack.
  • Whenever you perform an ability check using Strength, you can expend one spell slot to gain a bonus to the check equal to your Strength modifier plus the level of the expended spell slot (minimum of 1).

Clutch Player

Beginning at 14th level, your sheer athletic ability is matched only by your ability to 'read' combat and play what's in front of you. Somehow, no matter the odds, it always just seems to work out for you.

When you cast a spell that forces a single target to make a saving throw, you can expend another spell slot in order to force the target to fail its save. This spell slot must be of the same level or higher than the one used to cast the original spell.

You must declare that you are using this feature before you know the result of the target's saving throw.

Once you've used this feature, you can't use it again until you have finished a long rest.

Previous Versions

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