Base Class: Wizard
Uses weapons and unarmed strikes as focuses for wizardly magic.
Bonus Proficiencies
You gain proficiency in light armor and simple and martial weapons.
Channeling
Starting at 2nd level, you can channel your spells through your attacks. Choose and learn one of the following abilities below:
Acid Splash
As a bonus action, the next attack you hit a creature with deals half the damage of the attack as acid damage to a creature of your choice within 5 feet of the creature you hit. You may use this a number of times equal to your intelligence modifier (minimum of one). This may be used a number of times equal to your intelligence modifier.
Shocking Grasp
As a bonus action, the next attack you hit a creature with this turn deals an extra damage dice of the weapon lightning damage. You may add your intelligence modifier to the damage if the creature is wearing metal armor. You may use this a number of times equal to your intelligence modifier (minimum of one).
True Strike
As a bonus action, you may give yourself advantage on your next attack. You may use this a number of times equal to your intelligence modifier (minimum of one).
Invoke Spells
Starting at 6th level, you can summon your spells through your weapons. When you gain this feature, choose an option:
Magic Missile
As an action, you can make an attack with a melee weapon on a creature within range. It automatically hits, and deals force damage instead of any other damage type. It also deals extra damage equal to your intelligence modifier. You may use this a number of times equal to your intelligence modifier (minimum of one).
Thunderwave
As an action, you can make a melee weapon attack against a creature within range. If you hit, choose any number of creatures within 10 feet of the creature you hit. Then, the creature you hit and the creatures you chose all take thunder damage equal to the base damage (weapon's dice and your ability modifier and any bonuses the weapon gives) the attack dealt, and are knocked back 5 feet. You may use this a number of times equal to your intelligence modifier (minimum of one).
Witch Bolt
As a part of the attack action after hitting a creature with an attack, you can change the damage type of the damage to lightning. If you do, as an action on subsequent turns, you may deal lightning damage to the creature you hit equal to half the damage you dealt on the attack. A creature may only be affected by this once at a time. You may use this a number of times equal to your intelligence modifier (minimum of one).
Embody Spell
Beginning at 10th level, the spells you cast you can channel not just through your weapons, but your body. Choose one of the following:
Alter Self
As a bonus action, you can, for one minute, give yourself advantage on ability checks of a score of your choice, and you deal one extra weapon damage dice with your attacks. This can be used once per rest.
Blur
As an action, you can give yourself the following benefits for one minute: you can take the dodge action as a bonus action, and you gain resistance to damage from nonmagical attacks.
Nystul's Magic Aura
As an action, you gain the following benefits for one minute: You gain advantage on spell saving throws, and spell attacks rolls that target only you have disadvantage. This may be used once per long rest.
Final Invocations
Starting at 14th level, your channeled spells have grown to such a powerful level that they eat at your life force to sustain themselves. Choose one of the following:
Fear
As an action, you may invoke this feature. When you do, you lose life equal to your level in all classes, combined. You gain the following benefit until you are incapacitated or you take a rest: Whenever you hit a creature with a weapon attack, that creature must make a Wisdom saving throw against your spell save DC. If they fail, they are frightened of you for one minute. They may repeat the save at the end of each of their turns. If they save, they end being frightened. This may be used once per every other long rest.
Haste
As an action, you may invoke this feature. When you do, you lose life equal to your level in all classes, combined. You gain the following benefits until you are incapacitated or you take a rest: You may make an additional attack as the part of the attack action, and you gain an additional action every turn. This turn can only be used to take the attack action, and you may only make one attack as a part of that action. This recharges every other long rest.
Vampiric Touch
As a bonus action, you may invoke this feature. When you do, you lose life equal to your level in all classes, combined. You gain the following benefits until you are incapacitated or you take a rest: You deal necrotic damage with all your attacks instead of any other damage type, and whenever you deal damage with an attack, you gain temporary it points equal to half the damage you deal. This may be used once per every other rest.







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