Base Class: Wizard
The organisation of Daggerspell Guardians is a collection of likeminded individuals who work together to fight back the forces of darkness and stand for liberty, justice and peace for all. They have a unique fighting style of combining different facets of magic with dual wielded daggers. They do not fight in large groups, preferring to work autonomously or in small groups.
One facet of the Daggerspell Guardians is the Daggerspell Mages. They are practitioners of arcane magic and are extremely versatile and varied. They can hurl magical volleys at foes from afar or get in close to deal wounding strikes, channelling their spells through their daggers. They can use their magic to remain undetected or summon vast illusions or alleys to announce their presence. Although Daggerspell Mages all have received the same training, each use their art in their own way to fight evil and protect the innocent.
Daggerspell Arts
When you adopt this tradition at level 2 you gain the following benefits:
You gain the benefit of the Two Weapon Fighting Style but only when wielding dual daggers
You can use dual daggers as a spellcasting focus for your wizard spells
You can still perform the somatic components of a spell even if you are wielding dual daggers
These abilities only apply when you wielding dual daggers and not if you are dual wielding anything else, only wielding one dagger or using a shield.
Sneak Attack
At level 2 you gain the ability to perform sneak attacks in a similar way to a rogue, striking subtly and exploiting a foe's distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit when you have advantage on the attack roll with a dagger.
You don't need advantage on the attack roll with a dagger if another enemy of the target is within 5 feet of it, that enemy is not incapacitated and you don't have disadvantage on the attack roll.
The amount of sneak attack damage you do increases by 1d6 at levels 6, 10 and 14 to a maximum of 5d6.
If you have any levels in a class that also provides sneak attack you can stack the bonus damage but this cannot exceed the maximum number of dice for you character level based on the Rogue Table. For example, a level 5 character who has 2 levels of Daggerspell Mage and 3 levels of Rogue can have a maximum sneak attack of 3d6 (despite getting 2d6 from each, as at level 5 a Rogue's maximum sneak attack is 3d6). Whereas, a level 11 character with 6 levels of Daggerspell Mage and 5 levels of Rogue will get the full 6d6 (getting 3d6 from each, which matches the 6d6 at level 11 on the Rogue Table).
Daggercast
At level 6 you start to wield you magic and daggers as if they were one. Any attack you make with a dagger is considered magical with regards to overcoming resistances.
In addition, once per turn, when you take the attack action with a dagger to make a melee attack you can channel any single target can't rip with the casting time of one action that requires an attack roll through the dagger. If the attack hits you roll the damage caused by the dagger as normal and you can also roll additional damage based on the cantrip chosen. Any additional effects caused by the cantrip also take effect.
If the attack misses you can attempt to channel the spell through your bonus action attack. However, any additional damage caused by the cantrip is halved (rounded down) and any additional effects do not trigger. This represents the potency of the spell dissipating.
If this attack would cause sneak attack damage you can choose to make the additional sneak attack damage the same as the cantrip chosen. For example, if channel the Shocking Grasp cantrip through your dagger and cause sneak attack damage, you can choose to the make the sneak attack damage Electric instead of piercing.
Ranged Daggercast
At level 10 your ability to channel a cantrip through your dagger intensifies to the point the magic remains in the dagger even if it leaves your hand. Once per turn, you are now able to use your Daggercast ability when you take the attack action to make a thrown ranged attack with a dagger. However, the if the attack misses you are not able to channel if through your bonus action attack.
In addition, whenever you throw a dagger as part of the attack action or bonus attack action, the dagger will automatically return to your hand after the attack is resolved.
Daggercast Mastery
At level 14 your ability to channel magic through your daggers has reached its pinnacle. You are able to channel any single target spell with the casting time of 1 action through your daggers as part of your Daggercast ability. In addition, if the spell chosen requires a saving throw and the attack qualifies for sneak attack, you can forgo the sneak attack damage to impose disadvantage on the saving throw. If the spell channeled does not cause damage, then the damage from the attack is applied before the effect of the spell.
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