Wizard
Base Class: Wizard

Strength in wits is not enough, you’ll need muscles for this journey too. War Mages are on the front lines of combat.

Bonus Proficiencies

You gain proficiency in light, medium, and heavy armor, simple and martial weapons, and shields.

Spell Swipe

After you take the attack action on your turn, you may cast a spell with the casting time of an action as a bonus action. You can do this a number of times equal to your intelligence modifier, minimum of once per long rest.

Custom Arcane Focus

Choose a weapon that you are proficient with and spend 10 minutes inscribing your custom Arcane marks on it, alternatively this could be a set of dual wielding weapons. This weapon can now be your arcane focus and will provide a bonus to attack and damage rolls equal to half your proficiency bonus rounded down. This weapon is magical for the purpose of overcoming resistances.

Your Custom Arcane Focus gains several abilities that you may use as a free action when making attacks. 

Savage Evoker: When you roll damage with this weapon, you may spend a spell slot to reroll the damage of this weapon attack; you reroll one dice per spell slot level that was consumed and must use the new roll.

Precise Abjurer: When you make an attack roll, you may spend a spell slot to increase your chances of hitting. You get +1 to attack per level on the spell slot. You may choose to do this before or after you roll, but before the DM says that you hit or missed.

Divinating Swing: You glimpse into the future at what your next attack will look like, it’s not much, but it gives you an edge. You have advantage on this attack if you consume a level 1 spell slot for a medium creature, and +1 level per size increase. 

Enchanting Strike: Immediately after a successful attack, you can try to enchant that creature to miss more in the future. If you consume a level 1 spell slot for a medium creature, and +1 level per size increase, then that creature must make a wisdom save against your spell DC. On a failed save, they have disadvantage on all attacks for 1 minute and no effects on a successful save. The creature may repeat this saving throw at the end of each turn to end this effect early. 

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Aggressive Casting

At 6th level, if you take the attack action on your turn, you may forgo one of your attacks to cast a cantrip as part of the same action.

Critical Casting

At level 10, you may store a wizard spell you know in your Custom Arcane Focus for up to 8 hours if you cast it with one of your wizard spell slots as an action. This spell must have a casting time no longer than one action. You may only store one spell at a time this way; if you try to store another spell, it simply replaces the current stored spell. When you score a critical hit with your Custom Spell Focus, you may choose to cast the stored spell as a free action in that instant. If the spell can target a creature, it only targets the one you attacked; if it is an area spell, it is centered on the creature. 

Arcane Advantage

At 14th level, when a creature fails a saving throw that you invoke with a spell, attack rolls made against that creature are made with advantage until that creature either takes damage or starts their next turn.

Previous Versions

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9/23/2020 4:43:06 PM
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