Wizard
Base Class: Wizard

Users of martial magic have a far more hands on approach to combat than the typical wizard. Rather than fire off shocking bolts of lightning or weave mind-crushing illusions like other wizards, they focus on using the magic of the weave to enpower themselves and their own body, and fire off devastating attacks as an extension of themselves. Martial Magic experts can use a flurry of blows empowered by magic, akin to a monk, but enpower themselves through study and using their magical prowess to bring their muscles to their absolute limits.

Erudite Defense

Beginning when you select this subclass at 2nd level, you are able to think ahead in battle and ascertain a rough idea of your enemies' attack. Your armor class when unencumbered by armor or a shield is calculated as 13 + your dexterity modifier + your intelligence modifier.

Additionally, your nature assures that you are hardier than the typical wizard. You gain an extra 2 hit points, as well as an additional hit point every time you level up in this class.

Arcane Infusion

Beginning at 2nd level, you can suffuse your body with arcane energy, using it not to cast spells, but to hurt a creature with your fists. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit,  increasing to 1d8 at 10th level and to 1d10 at 18th level.

Additionally, as a bonus action, you can funnel your magic into your body, enpowering you until the beginning of your next turn. While you are enpowered in this way, your unarmed attacks are considered magical for the sake of bypassing resistances and immunity to nonmagical weapons. Additionally, you can add 1 + your intelligence modifier to the damage rolls of all unarmed attacks you make for the duration. You can use this ability twice, and you regain the ability to use it when you finish a short or long rest. You gain an additional use of the ability at the 6th, 10th and 14th levels.

Spellfist

Starting at 6th level, you are able to deliver any spell you cast as a part of your "Martial Blows" Attack action. The target of this spell becomes a creature that you touch instead of its original target(s), and you make a melee spell attack to hit no matter the spell. If the spell misses the target, it takes half damage.

When casting a spell using the spellfist, you ignore the spellcasting restriction of being able to cast only 1 level spell per turn, instead being able to cast an amount of spells up to your Intelligence modifier (min. 1) per round, as long as they are used as part of the spellfist feature.

Divergent Mind

Beginning at 10th level, your mind becomes such a paragon of the split between power and intelligence that you can shrug off some effects trying to take control of either. You have advantage on saving throws against effects that would leave you charmed, incapacitated, stunned or paralyzed.

Additionally, your mind has become so strong that it can attempt divergent concentration when the effects are concentrated upon yourself. If you are already concentrating on a spell whose target is yourself, and you cast another spell that requires concentration, you don't immediately lose concentration on the first spell. Rather, you make a concentration check, with the DC being 8 + the combined spell level of the two spells. If you succeed the check, you can keep concentration on both spells for up to 1 minute, after which you have to make the check at the end of each round. If you fail the saving throw, you lose concentration on both spells. While keeping concentration on two spells, you can't make reactions.

Accel Burst

Starting at 14th level, you can use spell slots to fuel a devastating burst of attacks against your enemies. When you take the attack action, you can choose to consume a spell slot of any level. For each level of spell slot that was consumed, you gain an additional attack during that attack action, up to a maximum of 10 attacks per attack action.

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8/12/2022 11:52:37 AM
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