Wizard
Base Class: Wizard

While the origins of the unique art combining arcane spellcasting and swordsmanship was pioneered by the elves, some other races have managed to develop a similar style of fighting based on their graceful movements. Having mastered the art of martial combat to the point of weaving it seamlessly with their spellcasting. These particular wizards are forces to be feared on or off the battlefield.

Traininng in Spell and Sword

When you choose this tradition at 2nd level, you are able to enter a rhythm of spellcasting and weapon attacks while in combat, chaining them together in a dazzling display of martial prowess and arcane skill.

  • You gain proficiency simple and martial weapons.

  • You can dash, or disengage as a bonus action

  • While not wearing armor your AC equals 10+ your Intelligence modifier + your dexterity modifier. If you have an active spell or trait that would make your AC higher you use the higher AC value

  • You add your inteligence modifier to any Constitution saving throw you make to maintain your concentration on a spell. 

  • You can use Intelligence instead of Strength or Dexterity for attacks with simple or martial weapons  
  • You can use your weapon as an arcane focus for the purposes of spellcasting

Song of The Spellsword

Starting at 2nd level, you are able to channel your magic through your blade to empower your strikes with spells.

You can choose to cast a spell that has a casting time of one action, into your weapon and either hold it in the weapon to later cast by making a weapon attack.

When you may make a melee attack with a weapon against one creature within the weapons range, you can use a bonus action to release the spell stored within the sword. On a hit, the target suffers the attack's normal weapons damage and then suffers the spells effects. If the spell requires a saving throw, the target you strike has to subtract your weapons damage from the roll. If the attack misses make a concentration check, on a success the spell stays in the blade, on a failure the spell is lost.

Spells being held inside the weapon last for a number of minutes equal to your inteligence modifier +1/2 your wizard level (rounded down). If you take damage while the spell is being held inside a weapon, you must make a concentration check to maintain the spell, if the check is failed or you lose contact with the weapon, the spell is lost. If the spell has an area of effect, have it originate from your target. 

Arcane Flourish

Starting at 6th level, Whenever you take the attack action on your turn, you can chain together a sequence of weapon attacks and spells. In order to be cast this way the spells must have a casting time of one action. 

You can chain together 2 actions at level 6, increasing to 3 actions at level 10, and 4 actions at level 14. 

You can only do this a number of times per long rest equal to your inteligence modifier without issue. Any more and you'll have to make a DC 12 Constitution Saving throw or gain 1 level of exhaustion the DC increasing by 2 each time. 

Eldritch Parry

Beginning at 10th level, you can direct your magic into your blade to absorb damage. When you take damage, you can use your reaction to expend spell slots to reduce that damage by an amount equal to five times the level of the expended spell slots. If you reduce the damage of a projectile or spell to zero in this way, you can redirect it back towards its caster.

Archmage Requiem

Starting at 14th level, you have mastered arcane casting and martial combat to blend the two seamlessly. 

Whenever you cast a spell using your Song of The Spellsword, you can add your inteligence modifier to the to hit and damage rolls.

Previous Versions

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