Base Class: Wizard
Arcane Blacksmiths focus their magical knowledge on crafting and using magical weapons and armor. These expert craftsmen are often confused with artificers, but where artificers work with minor utility effects, these wizards are more focused on the enhancement of various weapons. Some might become blacksmiths in cities, using their magical talents for business. Others might assist nations wrapped in war, giving their countries tools to win battles against their opponents.
Skill of Battle
Beginning when you select this school at 2nd level, you gain proficiency in simple weapons and light armor.
Weapon Casting
Beginning at 2nd level, your weapons are imbued with arcane power. You can use one simple weapon as your arcane focus. Once you choose which weapon you want to be your arcane focus, you can't change the weapon until you finish a short or long rest.
Arcane Defense
Starting at 6th level, you can magically empower the armor you are wearing. As a bonus action, you can expend a wizard spell slot to give yourself a bonus to your AC equal to the level of the spell slot expended. This feature lasts for the number of rounds equal to your proficiency bonus. You can end this feature early if you wish.
At 10th level, you can use this feature on armor that is being worn by others. You must be touching their armor to give them the bonus. You can only have one of these effects on at a time.
Empowered Weapons
Beginning at 6th level, you can choose to magically alter your weapon to suit your needs. During a short or long rest, you can modify a weapon to deal an extra 1d4 damage. You can choose the damage type, but cannot change it until you use this feature again. You can do this to a number of weapons equal to your proficiency bonus. If you try to go over that limit, the oldest magical enhancement will cease and the new one will begin. These enhancements last until you reach 0 hit points, fall unconscious, or die.
The damage increases to 1d6 at 10th level, and again to 1d8 at 14th level.
Martial Prowess
Beginning at 10th level, your knowledge of both forging and using weapons extends to those used by professionals. You gain proficiency with martial weapons and can use them with your Weapon Casting feature.
Arcane Strike
Starting at 14th level, you can strengthen your empowered weapons to deal more damage. You can choose to bestow some of your magical energy into your weapon. When you do this, the next attack you make with that weapon has advantage. Additionally, if it hits, the weapon does an extra 2d8 damage of the damage type you chose to modify the weapon with. If the attack misses, you can choose not to expend the use.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses to finish a long rest. You can choose to spend a spell slot of 2nd level or higher to use this feature again.
Previous Versions
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