Wizard
Base Class: Wizard

Enchanters master the art of manipulating the mind. Necromancers control life and death. War mages train for magical combat, and bladesingers have learned the elven art of enhancing one's strength with the blade.

But what of the mage who seeks to study all forms of magical expression? For those who seek proficiency in more then just one school of study, a broad horizon of power awaits. Though true mastery remains far from these wizards, the capabilities they gain as a result cannot be ignored.

Arcane Utilization

At 2nd level, you have learned to weave your magic to fortify yourself.  You can choose one of two ways to utilize this feature;

Offensive; At the beginning of your turn, you can choose to use this feature to imbue your held weapons with elemental damage. The damage type is your choice, and the damage number is equal to your half of wizard level (rounded up) + your proficiency bonus. If you use this variation of the feature, you won't be able to cast any spells until the end of your next turn.

Defensive: When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you will only be able to cast cantrips until the end of your next turn.

Out of Thin Air

Starting at 2nd level, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

Alternatively, you can create a weapon of whatever type you are proficient in. This weapon counts as magical for the purpose of resistances, but has no other special effects. This weapon is also visibly magical, radiating dim light out to 5 feet. 

The object or weapon disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

Capable Caster

Starting at 6th level, you have perfected the art of wielding weapons while casting. When wielding a weapon, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you gain the ability to cast spells while your weapons are equipped, and you can cast one of your cantrips in place of one of your attacks.

Empowered Focus

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

If you are not currently concentrating on a spell, however, you can add your Intelligence modifier (minimum of +1) to the damage roll of any spell that you cast.

The damage bonus applies to one damage roll of a spell, not multiple rolls.

Lethal Surge

Starting at 14th level, you have become powerful enough to channel more power through all of your attacks. When making a melee attack, you can add your Intelligence modifier (minimum of +1) to the damage. Alternatively, you can choose to empower your spells through the same ability. When you cast a spell of 5th level or lower that deals damage and isn't a cantrip, you can deal maximum damage with that spell. 
You can only use this ability once freely per long rest.If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

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