Magic Martial Arts
Starting when you choose this tradition at 2nd level, you use a
constant magic defense to protect your body. While you do not
wear armor or use a shield, your AC becomes 10 + your
Dexterity modifier + your Intelligence modifier. If you are
incapacitated or if you are within an antimagic field, this effect
is suspended. Additionally, your fists count as a martial melee
weapon worth 1gp for determining the material components
of spells that require a weapon, and you can make an
unarmed strike if a spell would require you to make an attack
with a melee weapon.
Arcane Unarmed Strikes
Also at 2nd level, you can use your magic to strengthen and
guide your attacks. You can choose to use your spellcasting
ability for attack and damage rolls with unarmed strikes.
When you do so, the damage die becomes a d4, and the attack
deals force damage. If you take the Attack action on your turn
and make an unarmed strike, you can use a bonus action to
make another.
The damage for your arcane unarmed strikes increases
when you reach higher wizard levels. At 5th level, the damage
of the attack increases by 1d4 (2d4), and again at 11th level
(3d4) and 17th level (4d4).
Infused Strikes
Starting at 6th level, you can imbue your fists with one wizard
spell that you can cast, then make a single unarmed strike. If
the attack hits, the spell attack roll for the imbued spell, or the
first one if there are several (subsequent ranged spell attacks
are not made at disadvantage), hits the target automatically
and is considered to be part of the unarmed attack. The target
suffers the attack's normal effects, and is subject to the effects
of the spell, expending a spell slot accordingly. If the attack
has advantage, the target's initial saving throw against the
spell, if there is one, has disadvantage. If the attack misses,
the spell has no effect. Area spells originate from the target's
space.
The spell you cast with this feature must have a casting
time of 1 action, or require an action to activate if you are
already concentrating on it (such as witch bolt), have a range
other than self, and be cast using a spell slot between 1st- and
5th-level. Once you use this feature, you cannot use it again
until the end of your next turn.
Deflect Arcana
When you reach 10th level, you know how to ward yourself
against hostile spells. When you are hit with a spell attack roll,
you can use your reaction to reduce the damage by 1d10 +
your Intelligence modifier + your Wizard level. If you reduce
the damage to 0, you can expend a spell slot of equal level
(unless the spell was a cantrip) to cast the spell yourself.
Alternatively, if you reduce a spell's damage to 0 in this way,
you can choose to regain a spell slot of the same level as the
spell you use this feature on. If the spell is of 6th-level or
higher, you only regain a 5th-level spell slot. You can only
absorb a spell in this way once, regaining the ability to do so
when you complete a short or long rest.
Ideal Technique
By 14th level, you know how to exceed your limits when you
need to. When you use your action to cast a wizard spell, or to
use your Infused Strikes feature, you can use a bonus action
to make one unarmed strike.
Additionally, when you use your action to cast a spell of 1stlevel or higher, you can use your bonus action to make a
number of unarmed strikes equal to the half the level of the
spell (rounded up). You can do this once, and regain the ability
to do so when you complete a long rest.
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