Wizard
Base Class: Wizard

A wizard using his magical prowess to enhance his unarmed combat and physical abilities.

Infused Physique

2nd-level Arcane Brawler feature

Harnessing your magical energies to enhance your musculature, you are able to tap into raw arcane prowess and reach peak physique.

You gain a bonus to your AC equal to your Intelligence Modifier as long as you are not wearing armor or a shield.

You gain a bonus to your Unarmed Strike damage equal to your Intelligence Modifier. This feature cannot be combined with alternative unarmed strike options such as claws.

You can cast your touch based spells using your fist as a conduit. When casting a spell of 1st level or higher with the range of touch that includes a melee spell attack, you may add your unarmed strike damage on top of the spell damage when it hits. This feature also cannot be combined with alternative unarmed strike options such as claws.

Mystic Jab

2nd-level Arcane Brawler feature

You can infuse your unarmed strikes with your arcane energies. When you hit a creature with an unarmed strike, you can expend one spell slot to deal additional force damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st. You can change the damage type from force to any damage type that a spell you know of the level of the spell slot used can deal.

Using this feature makes the entire attack count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Quick Arcane Strikes

6th-level Arcane Brawler feature

You can attack twice, instead of once, whenever you take the Attack action on your turn as long as you are making Unarmed Strikes.

All Unarmed Strikes you make count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Eldritch Reaction

10th-level  Arcane Brawler feature

When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a touch ranged melee attack spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Fist of Pure Energy

14th-level Arcane Brawler feature

When casting a spell with range of touch that makes a melee spell attack, in addition to adding unarmed strike damage from Infused Physique, you may also add a Mystic Jab to the hit.

If combining a melee spell and a Mystic Jab hits your target, the sheer force of the combined hit will stun them long enough for you to get in a free strike, allowing you to make an additional Unarmed Strike afterwards as part of the same action. This additional Unarmed Strike cannot benefit from a Mystic Jab.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes