Wizard
Base Class: Wizard

Kool description coming soon .... for now just think Erza Scarlet

Proficiencies

Armor: All Armor, Shields
Weapons: Simple Weapons, Martial Weapons

Call Weapon, Shield, or Armor

At level 2, the wizard loses the ability to cast or prepare Cantrips and instead can prepare weapons or shields to be able to call on them when needed. To prepare a weapon or shield the mage must perform a 1 time ritual casting that consume 50g sapphire dust plus 50g sapphire dust per item previously prepared this way. At the end of the ritual the prepared weapon or shield disappears into a small pocket dimension and can be called upon with the desired hand using a bonus action. The weapon or shield can be dismissed back into the pocket dimension as a free action. 

The wizard can prepare armor in the same way. However, the sapphire dust cost increases to 100g plus 100g per item previously prepared. Additionally, the wizard must use an action and expend a first level spell slot to be able to call a set of armor, when called the armor is instantly Donned unless the wizard is currently wearing armor in which case the calling fails and the slot is still expended. The wizard can Doff a prepared set of armor with a bonus action by expending another first level or higher spell slot, instantly sending the armor back to the pocket dimension.

Spell Infusion

At level 6, the wizard can infuse their arms and armor with the spells they have learned. The wizard must prepare the item with a new ritual that takes 8 hours to preform, this ritual requires 1000g worth of diamond dust per spell level to be infused, only spells that can be cast on self and require concentration can be infused this way. At the end of the ritual the wizard must permanently expend a spell slot of the level of the spell being infused and the diamond dust is consumed. The weapon, shield, or armor used in the ritual now permanently grants the effects of that spell to the wizard as soon as they equip the item, the wizard does not need to concentrate on the spell to receive the effect and instead receives the effect as long as the item is equipped. The spells effects last until the wizard Doffs or dismisses the item, additionally the infusion process works even if the item is already magical. The spell can be dispelled via dispel magic but will only be suppressed for 24 hours on the item. The spell is also suppressed as normal in an Anti-magic Field.

Arcane Smite

At 10th level, when you hit a creature with a melee attack, you can expend one spell slot to deal Force damage to the target, in addition to the attacks damage. The extra damage is 1d10 for a 1st-level spell slot, plus 1d10 for each spell level higher than 1st.

Requip Mastery

At level 14, the wizard as an action can expend a 5th level or higher spell slot to instantly swap their currently equipped armor, weapon, and shield or off-hand weapon with another set of armor, weapon, and shield or off-hand weapon. The currently equipped items instantly return to the pocket dimension and the new set of items equip themselves all in the same action.

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