Wizard
Base Class: Wizard

Many might not even consider Martial adepts wizards, as they are very different than those who typically fall under the purview. They do not focus on any particular school, but instead grab aspects of each that allows them to enhance their prowess in combat. They can be seen wearing anything from leather to full plate armor. They throw swords or physically plow through walls through brute force... of the mind? Some have even discovered ways to manifest ballistas and other siege weaponry on the midst of the battlefield.

BATTLE PROWESS

Unlike other practitioners of Wizardry, those who study as Martial Adepts learn the ins and outs of both weaponry and armor as a part of their training. To mimic, infuse, and manipulate these elements of the battlefield, they have to know them after all. Though it is impossible to learn everything. As such, each Martial adept picks an area of specialization. You may use your intelligence score rather than your strength score to satisfy the requirement for weapons and armor. At level 2, when you pick this subclass, choose one of the following tactical specializations:

 

Siege Weaponry:

 Upon choosing the siege specialization, gain proficiency with medium armor, shields, and all martial weaponry. You may also infuse any melee weapon without the heavy property with magic, allowing you to use them as a ranged attack with a 30 foot range. Infused weapons hover in your space around you but cannot be grabbed by others.

  • These attacks are count as ranged attacks, so you are not able to make attacks of opportunity with these weapons. Also, for versatile weapons, the damage dice counts as one handed, not two handed.
  • When making these attacks, the weapons will fly at the enemy as if they were a ranged weapon and then return to you.
  • When attacking these weapons you can choose to add your intelligence modifier to their attacks rather than strength or dexterity.
  • You can have one weapon infused at level 2, 2 at level 5, 3 at level 14, and 4 at level 20, and you may make an attack with each weapon. (Does not stack with any other ability that grants extra attacks)
  • The range of these weapons increases to 60 feet at level 6 and 120 feet at level 18.

 

 

Juggernaut:

 Upon choosing the Juggernaut specialization, gain proficiency with heavy armor, shields, and all melee martial weaponry. You also gain two additional hit points with each level, on top of your hit die roll and constitution modifier. Due to your training involving casting while using weaponry and shields, you are able to cast any spell that uses somatic components even while both hands are occupied. Any infused weapons may also be used as a spellcasting focus. In addition, you gain the following feature: Juggernaut Stance: As a bonus action you may use your mind and magic to infuse your body. You gain temporary hit points equal to your wizard level x 3. For the next minute, all attacks, damage rolls, saving throws, and ability checks that require strength can have your strength score replaced with intelligence. You also gain proficiency in strength saving throws and ability checks for this duration but lose proficiency in intelligence saving throws. In addition, you may gain the AC benefit from two shields at once, as long as you are holding one in each hand. This feature can be used a number of times equal to your proficiency bonus minus one, and you recover all expended uses upon finishing a short rest.

TACTICAL STEADFASTNESS

Your focus in battle is incomparable, and it shows in your planning. Upon reaching level 6, you no longer require concentration to hold a spell as an action, so you may have a concentration spell up while holding another spell. If you are holding a spell that requires concentration, your first spell does not drop until the second spell is cast, at which point you will lose concentration on the first.

STREAMLINED INFUSION

Infusing your blade and armor has become second nature. Upon reaching level 10 you are now able to use a bonus action to cast the spell infusion rather than an action. As a note, this does not allow you to forgo the rule that forbids casting two spells of first level or higher per turn. So, if you use infusion as a bonus action, you will not be able to cast any spell of first level or higher with your action.

MARTIAL FLEXIBILITY

You gain this trait upon reaching level 14. Your weapons and magic have become an extension of yourself, and you are able to morph them to fit any situation. As a bonus action, you can change the damage type of any weapon you use that does piercing, slashing, or bludgeoning damage into any other of these damage type. At this point you also have mastered the art of infusing weapons and manipulating their forms with magic. As an action, your magic temporarily causes any mundane item, from a stick to a broken bottle, to transform into any weapon you have proficiency in for one hour. This effect can be used twice per long rest.

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