507160-Sundry Class Options
507160-Sundry Class Options
Adventurer
To include the "Way of the Unmastered" for the Monk, "Oath of the People" for the
Paladin, "Enforcer" for the Rogue, and "School of Battle" for the Wizard, as well as
a host of Warlock Invocations and Fighting Styles for martial classes
Stopping Power
Starting at 17th level, you become an imposing target to try
to pass by. When you make an opportunity attack against a
creature, it must make a Constitution saving throw (DC 8 +
your Strength modifier + your proficiency bonus). On a
failed save, the creature's speed is reduced to 0 for one turn
and it is knocked prone.
Wizard - School of Battle Fire and Sword
At 14th level, you make adroit use of magic in combat.
Some wizards find the power of their minds ill-suited as
Before you use your action to cast a wizard spell or cantrip
protection on the road, and fear being caught unawares
which causes damage to a single target, you may make one
without their spellbooks. For these wizards, the School of
weapon attack as a bonus action.
Battle provides a path to safety and security, marrying
If that weapon attack hits, the target takes damage as if it
blade and spell without distracting so much from their
had failed its save or been successfully hit with the spell or
studies. These wizards often become masters of
cantrip as well as the weapon. (The creature must still be a
channeling energy into objects mundane and magical, and
valid target for the spell.) This only applies to saving throws
learn to focus through even intense pain.
against the damage itself; additional saving throws to avoid
They trade away much for the sake of their bodily
a secondary effect happen as normal, and on a miss, the
strength, however. Few develop the facility for a single
spell is still consumed.
school of magic that their peers do, and they are often
incapable of the fantastic effects a master transmuter or
evoker can muster. Many of them, thus, choose to become
marshals rather than master wizards as they grow in
renown, serving as trainer, outfitter, and moral support for
novices of any field they so choose.
Student of Battle
Beginning when you select this school at 2nd level, you gain FAQ/Hooks/Who Does This Serve?
proficiency with simple weapons, light armor, medium The School of Battle is (one of many such
armor, and shields. You also gain proficiency in two martial homebrew, at this point) a wizarding tradition for
weapons of your choice. those who want to take a more bookish approach
to the marriage of steel and spell.
Unlike many other approaches, however, the
Enspell Blade School of Battle eschews grace in favor of sheer
At 2nd level, you gain the ability to focus magical power deadliness and brute force. Its ability to deliver
through your weapon. As a bonus action, you can magical damage and spell effects with its blade
temporarily turn your weapon into a magic weapon, with makes it less of an inversion of the Eldritch
no other benefits. This effect requires your concentration, Knight and instead a closer cousin to the Paladin
or Cleric, whie still focusing on its nature as an
as if you were concentrating on a spell, and lasts up to one
arcanist.
hour. You can use this feature a number of times equal to Within wizard, the School of Battle's closest
your Constitution modifier (minimum 1) until your next cousins are the transmuter (as the Constitution-
long rest. heavy "wizard of things") and the evoker (as the
If your weapon is already magical, when you hit a damage-heavy "wizard of battle").
creature with an attack from the weapon, you can expend Aesthetically, School of Battle adherents make
one spell slot to deal fire, cold, or lightning damage to the excellent use of backgrounds like Soldier and
target, in addition to the weapon's damage. The extra Folk Hero, and do quite well "relearning" how to
damage is 2d4 for a 1st-level spell slot, plus an additional move in armor and still cast spells effectively as
1d4 for each spell level higher than 1st, up to a maximum of level 2. They may also be wizards who grow
of 5d4. nervous or uncomfortable at the violence of the
adventuring life and take up steel.
At high levels, School of Battle wizards have
Extra Attack some unorthodox ways to deliver powerful spells
Starting at 6th level, you can attack twice, instead of once, like Finger of Death or Disintegrate, opening up
whenever you take the Attack action on your turn. new targets to these attacks. The potential waste
of a high-level spell slot, however, makes for new
Supernal Focus tensions in taking these chances!
Tome of Blades
Prerequisite: Pact of the Tome
The first ranged spell attack roll you make against a
target within 5 feet each round does not have disadvantage.