Base Class: Wizard
While other arcane colleges focus on the study and research of magic or breeding the next line of super wizard soldiers, there exists a small number of lesser known academies that prefer to toe the line between both. The tradition of Dueling blends the principles of the different schools of magic and the techniques used in training wizards to empower and bolster themselves from a physical standpoint.
Followers of this tradition are known as arcane duelists. They are enthusiasts, in a way, preferring the practical aspects of magical combat as opposed to destroying entire neighborhoods with high level spells. They are still fully capable of doing so, but just choose not to. Arcane duelists act fast in battle, using their dueling spells to change the flow of a situation. Their spells can set up an ally’s follow-up attacks, distract enemies, and even boost their overall survivability.
An arcane duelist rarely participates in war, or any large scale conflict for that matter, unless the situation demands it. They are more of a mind to incapacitate or render an enemy useless rather than take a life. Arcane duelists mostly practice magic for the sport of it, competing in tournaments or dueling clubs. They do however make for fantastic guards and travel companions, perfect for dealing those sometimes necessary non-lethal blows.
(Updates)
Ver 1.0.1 Fixed a lot of typos. A LOT.
Ver 1.1.0 Fixed some balance issues. Added descriptions, a familiar, and a slight benefit to using the same wand into late game.
Ver 1.1.1 Changed “make a ranged spell attack” to “make a dueling spell attack” to prevent confusion between the two. Also, fixed more typos.
Arcane Bond
Wands have always been a traditional medium for arcane spellcasting. As such, there have been many who have made it their calling to craft these fine tools. You are now a proud owner of such a wand.
While you are holding the wand, it grants you the following benefits:
- You can use the wand as a spellcasting focus for your wizard spells.
- When you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.
- Materials used as spell components are no longer needed. Instead, the material cost in gold will be subtracted per spell cast that requires it. (Optional)
The wand has a hitpoint total of 1, and is immune to magical damage. In the likely event that you misplace or snap your wand in half, you can have a new wand crafted by a specialized woodworker in the any dueling academy or club. The cost of a replacement is your wizard level*100 gold, and will generally take 5 days to complete.
Arcane Duelist
There are few known academies that embrace the tradition of Dueling, as it is a newer form of magical expression, and not everyone is privy to the knowledge it offers. Justly so, with their rigorous and extensive dueling lessons and practical exams. Only when a student has perfected the dueling arts will they be able to graduate and carry the distinction of being a Master duelist.
Dueling Spells. You learn three dueling spells of your choice, which are detailed under “Dueling Spells” below. Many dueling spells enhance an attack in some way. You can use only one dueling spell per attack.
You learn two additional dueling spells of your choice at 6th, 10th, and 14th level. Each time you learn new dueling spells, you can also replace one dueling spell you know with a different one.
Dueling Dice. You have three dueling dice, which are d8s. A dueling die is expended when you use it. You regain all of your expended dueling dice when you finish a short or long rest.
You gain another dueling die at 6th level and one more at 14th level.
Saving Throws. Some of your dueling spells require your target to make a saving throw to resist the dueling spell’s effects. The saving throw DC is calculated as follows:
Dueling Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
Dueling Spell Attacks. Some of your dueling spells require you to make a dueling spell attack for the spell to take effect. This takes an action, and has a casting range of 60 ft. The dueling spell attack is calculated as follows:
Dueling Spell Attack = D20 + your proficiency bonus + your Intelligence modifer.
Dueling Spells
The dueling spells are presented in alphabetical order.
Defensive Movement
When you move, you can expend one dueling die, rolling the die and adding the number rolled to your AC until you stop moving.
Disarming Spell
Make a dueling spell attack. If you hit a creature, you can expend one dueling die to attempt to disarm the target, forcing away one item of your choice that it’s holding. You deal the dueling die roll as force damage, and the target must make a Strength saving throw. On a failed save, it loses the object you choose. The object lands 5 feet behind the creature.
Distracting Spell
Make a dueling spell attack. If you hit a creature, you can expend one dueling die to distract the creature, giving your allies an opening. You deal the dueling die roll as psychic damage, and the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Focus Fire
You can expend one dueling die and use a bonus action on your turn to focus, choosing one creature within 30 feet of you as your target. You have advantage on your next ranged spell attack roll against that creature this turn. If that attack hits, add the dueling die to the attack’s damage roll.
Howler
Make a dueling spell attack. If you hit a creature, you can expend one dueling die to summon a magical mouth that will attempt to annoy the target into attacking you. You deal the dueling die as psychic damage, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Menacing Spell
Make a dueling spell attack. If you hit a creature, you can expend one dueling die to attempt to frighten the target. You deal the dueling die roll as psychic damage, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Precise Casting
When you make a ranged spell attack roll against a creature, you can expend one dueling die to add it to the roll. You can use this dueling spell before or after making the attack roll, but before any effects of the attack are applied.
Protective Spell
When another creature damages you with a melee attack, you can use your reaction and expend one dueling die to reduce the damage by the number you roll on your dueling die + your Intelligence modifier.
Rally
On your turn, you can use a bonus action and expend one dueling die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the dueling die roll + your Charisma modifier.
Repelling Blast
Make a dueling spell attack. If you hit a creature, you can expend one dueling die to attempt to drive the target back. You deal the dueling die roll as force damage, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Sniping Spell
When you make a ranged spell attack on your turn, you can expend one dueling die to increase your casting range for that attack by 10 feet. If you hit, you add the dueling die to the attack’s damage roll.
Weaken Knees
Make a dueling spell attack. If you hit a creature, you can expend one dueling die to attempt to knock the target down. You deal the dueling die as force damage, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Widened Spell
When you hit a creature with a ranged spell attack, you can expend one dueling die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your range. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your dueling die. The damage is of the same type dealt by the original attack.
Wizard Punch
When a creature misses you with a melee attack, you can use your reaction and expend one dueling die to make an unarmed melee attack with your wandless hand against the creature. If you hit, you add the dueling die to the attack’s damage roll. You have advantage with this attack, as no one expects a punch from a wizard.
Care for Creatures
Students of Dueling are given the opportunity to study and care for a wide range of creatures, both domestic and wild. Through study and practice, they learn the proper handling of different creatures, as well as the proper etiquette and/or procedures in approaching them.
You gain proficiency in Animal Handling, and all Wisdom (Animal Handling) checks have advantage when attempting to calm non-hostile creatures, as well as operating any animal-drawn mode of transportation, be it on land, in the air, or on the seas.
Additionally, you can cast the find familiar spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Intelligence is your spellcasting ability for this spell.
The Rush of a Duel
Starting at 6th level, adrenaline pumps hard and heavy through your entire system, allowing you to take one additional action on your turn.
Make a Constitution save with a DC equal to 8 + your Intelligence modifier. On a failed save, you suffer one point of exhaustion after combat ends.
Once you use this feature, you must finish a long rest before you can use it again. Starting at 14th level, you can use it twice before a rest, but only once on the same turn.
Dueling Mastery
Consistent practice and training has paid off. Progressing through your study, one of the main lessons to be had is the ability to cast spells without incantations. This allows for better results in dueling, as the opponent would have a harder time trying to figure out what spell will be used.
Once you reach the 6th level, all spells cast using your wand as focus require no Verbal components.
Additionally, all spells cast using your dueling wand as focus have a +1 to hit and a +1 to its spell save DC.
Duelist’s Resilience
Experience is one of the most fundamental aspects of dueling. It can mean the difference between singeing a few hairs and losing half of your entire body to a wayward fireball. Luckily, you know your way around a duel and are always prepared for when things go awry.
Beginning at 10th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 14th level.
Seasoned Arcane Duelist
Your hard work training as a duelist is bearing more fruit. The masters of the academy have begun to notice your steady growth and have decided to grant you a more duel-oriented wand.
Starting at 10th level, your dueling dice turn into d10s. At 14th level, your dueling dice turn into d12s.
Additionally, all spells cast using your dueling wand as focus have a +2 to hit and a +2 to its spell save DC.
Time to Duel
An arcane duelist is always ready for action, even when they aren’t. If there’s anything your masters have taught you, it’s to always have a backup plan.
Starting at 14th level, when you roll initiative and have no dueling dice remaining, you regain one dueling die.
Master of the Arcane Duel
Duel after duel, you’ve finally made your way to the top of the student duelist rankings. Every year, the Ascension examination is held. This event is a collaboration between all the dueling academies, where their top ranking students participate in solo, duo, and trio duels. This event helps determine which of the students among all the academies are worthy of becoming a Master duelist. Victory during these events, while nothing short of an extraordinary feat, is not the deciding factor in determining who ascends. The Council of Duels, consisting of the academy headmasters and their seconds, oversee these duels and have to arrive at a unanimous decision for every participant.
You have clearly demonstrated the extent of your growth as a duelist, and the Council seems to be in agreement. They believe that your dueling prowess has reached the peak of what can be taught formally, and have awarded you the highest of accodales: the title “Master of Arcane Duel”. As an ascended of a dueling academy, you are also presented with a Master’s Wand.
At 14th level, your dueling dice turn into d12s.
Additionally, all spells cast with your dueling wand as focus has a +3 to hit and a +3 to spell save DC.
Previous Versions
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6/17/2021 3:43:40 PM
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6/20/2021 6:58:18 AM
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6/20/2021 7:12:17 AM
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6/20/2021 2:26:18 PM
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