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Martial Arcana

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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