Wizard
Base Class: Wizard

As a member of the school of arcane fighters, you have honed your ability to mix magic and martial arts to lethal ends. some arcane fighters are keepers of peace who work tirelessly to ensure the safety of others through abjuration magics and martial prowess. Others become tyrants, using their magic to enslave, dominate and destroy. wherever you fall on the spectrum it's important to hone both body and mind, an arcane fighter who's caught short on either front is a detriment to it's team

 

We all know of fighters dabbling in wizardry and calling themselves "eldritch knights"; bah, the bloody lot of them barely know that the study of the arcane would make them "Arcane Knights" not eldritch knights! anyway I'm blabbing; let's get to the subject, arcane knights. any wizard worth their weight in... well, flesh! knows that getting into a melee scrap with a pair of angry bugbears should be something to avoid, arcane knights on the other hand have taken a liking to ending their foes in close quarters. 

This is a somewhat meme subclass I made for fun. It's supposed to mirror eldritch knight in it's execution "take some features from wizards and add ways to use them in conjunction with existing class features" just change the wizard to fighter in that. I also wanted to fill a niche as besides blade-singer, the potential for martial wizardry is highly limited without splurging on feats or subclassing into fighter, cleric etc. this is in no ways an attempt to make a perfect 'all rounder' wizard but rather an attempt to make a relatively ineffective playstyle for the wizard more viable with extra proficiencies and access to multi attack options in a similar vain to eldritch knight. - After-Note

 

Martial Training

When you choose this arcane tradition at 2nd level, you gain proficiency with Martial weapons, shields, light armour and Medium armour. Additionally, your HP maximum increases by 2, and it increases by 1 again every time you gain a level in this class. additionally your mastery over weaponry allows you to treat them as extensions of your body, you may use your weapon as a spell casting focus.

Strategic Assault

At 2nd level once per short rest you may add your intelligence modifier to attack and damage rolls made using the weapon for one turn.

Extra Attack

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

Offhand Spellcasting

Beginning at 6th level, whenever you make an attack action you may cast a wizard cantrip as a Bonus action.

Arcane Disruption

Starting at 10th level, when you hit a creature with a melee weapon attack, that creature has Disadvantage on the next saving throw it makes against a wizard spell you cast before the end of your next turn.

Casting Surge.

at 14th level Through martial and magic training you've hastened your spell casting to such extremes that you can cast spells with a casting time of one action as a bonus action without having to fulfill any of the spell's components (excluding material components), this feat causes a lot of mental and physical fatigue as such you may use this feature once per long rest, this feature can be used additional times after the first however you gain 1 level of exhaustion per use above the first.

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