locke249
2017-03-14, 03:26 AM
First time posting, but I'd like some feedback on a Wizard school option I've been working on.
EDIT: Made some changes, which are higlighted in bold underline and italics so as to be obvious. Mainly: swapping the levels for Arane attacks and Improved Mage Armor, detailing what type of damage Arcane Attacks and Final Stand deal, the damage reduction on a critical hit for Improved Mage Armor and altering Improved Mage Armor to be 10 + Dex mod + Int mod. Any further suggestions or C&C are appreciated!
EDIT 2: After further consideration I've changed Improve Mage Armor McNinja's suggestion of 15 + Dex mod.
School of the War Mage
War Mages are a group apart from all other Wizards. While most wizards study one particular school, war mages focus on two in particular: evocation and abjuration, supplementing these spells with a 3rd school: transmutation. War mages are the epitome of magical warfare, skilled with both spell and blade; they focus on keeping themselves alive long enough to deal maximum damage to their enemies.
War Mage
Starting when you select this school at 2nd level, you gain proficiency with 2 martial weapons of your choice.
You add the mage armor spell to your spellbook, if it is not already there. If it is, you may instead add an abjuration spell of 1st level to your spellbook.
Also, starting when you select this school at 2nd level, you may not select spells from any school besides evocation, abjuration, or transmutation when you gain a new level in Wizard.
Arcane Bond
At 2nd level, you learn a ritual that lets you use a melee weapon as your arcane focus. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and bond it to you. You cannot be disarmed of that weapon unless you are incapacitated. You can also store the weapon in a pocket dimension, allowing you to draw the weapon seemingly from thin air. Stowing or drawing the weapon requires a bonus action.
You may have 2 bonded weapons at a time, if you bond yourself to another weapon your bond breaks with the one of the other weapons, you choose which one when you bond to the new weapon. If it is stored in the pocket dimension when this bond breaks the weapon is lost in the aether forever.
Arcane Attacks
At 6th level, when you hit with a melee weapon attack you may spend a spell slot to increase the damage. Doing so adds 2d6 Force damage for a 1st level slot, plus an additional 1d6 Force damage for each level above 1st. You must spend the spell slot before making the attack roll, and the slot is spent even if the attack misses.
Improved Mage Armor
Starting at 10th level when you cast the mage armor spell targeting only yourself, your base AC is 15 + your Dexterity modifier.
Additionally, when you are struck by a critical hit you may expend a spell slot to reduce the incoming damage by an amount equal to 5x the expended spell slots level. Once you use this feature you cannot use it again until you finish a long rest.
Final Stand
Beginning at 14th level you are always considered to be under the effects of the mage armor spell, even if you are incapacitated.
Also, when you drop to 0 hit points you may spend a spell slot as a reaction. If you do all creatures within 30 feet of you (aside from yourself) take Force damage equal to 5x the level of the spell slot spent. If you do so you cannot benefit from the effects of the mage armor spell until you finish a long rest, at which point it automatically takes effect again.
The idea here is that these War Mages use the mage armor spell to protect themselves to get into the thick of the fight, while still retaining casting ability. I've considered a feature that gives them advantage on Constitution saves to maintain concentration, but I envisioned them as less concentration focused and more blasty.
Any C&C would be much appreciated!
EDIT: Made some changes, which are higlighted in bold underline and italics so as to be obvious. Mainly: swapping the levels for Arane attacks and Improved Mage Armor, detailing what type of damage Arcane Attacks and Final Stand deal, the damage reduction on a critical hit for Improved Mage Armor and altering Improved Mage Armor to be 10 + Dex mod + Int mod. Any further suggestions or C&C are appreciated!
EDIT 2: After further consideration I've changed Improve Mage Armor McNinja's suggestion of 15 + Dex mod.
School of the War Mage
War Mages are a group apart from all other Wizards. While most wizards study one particular school, war mages focus on two in particular: evocation and abjuration, supplementing these spells with a 3rd school: transmutation. War mages are the epitome of magical warfare, skilled with both spell and blade; they focus on keeping themselves alive long enough to deal maximum damage to their enemies.
War Mage
Starting when you select this school at 2nd level, you gain proficiency with 2 martial weapons of your choice.
You add the mage armor spell to your spellbook, if it is not already there. If it is, you may instead add an abjuration spell of 1st level to your spellbook.
Also, starting when you select this school at 2nd level, you may not select spells from any school besides evocation, abjuration, or transmutation when you gain a new level in Wizard.
Arcane Bond
At 2nd level, you learn a ritual that lets you use a melee weapon as your arcane focus. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and bond it to you. You cannot be disarmed of that weapon unless you are incapacitated. You can also store the weapon in a pocket dimension, allowing you to draw the weapon seemingly from thin air. Stowing or drawing the weapon requires a bonus action.
You may have 2 bonded weapons at a time, if you bond yourself to another weapon your bond breaks with the one of the other weapons, you choose which one when you bond to the new weapon. If it is stored in the pocket dimension when this bond breaks the weapon is lost in the aether forever.
Arcane Attacks
At 6th level, when you hit with a melee weapon attack you may spend a spell slot to increase the damage. Doing so adds 2d6 Force damage for a 1st level slot, plus an additional 1d6 Force damage for each level above 1st. You must spend the spell slot before making the attack roll, and the slot is spent even if the attack misses.
Improved Mage Armor
Starting at 10th level when you cast the mage armor spell targeting only yourself, your base AC is 15 + your Dexterity modifier.
Additionally, when you are struck by a critical hit you may expend a spell slot to reduce the incoming damage by an amount equal to 5x the expended spell slots level. Once you use this feature you cannot use it again until you finish a long rest.
Final Stand
Beginning at 14th level you are always considered to be under the effects of the mage armor spell, even if you are incapacitated.
Also, when you drop to 0 hit points you may spend a spell slot as a reaction. If you do all creatures within 30 feet of you (aside from yourself) take Force damage equal to 5x the level of the spell slot spent. If you do so you cannot benefit from the effects of the mage armor spell until you finish a long rest, at which point it automatically takes effect again.
The idea here is that these War Mages use the mage armor spell to protect themselves to get into the thick of the fight, while still retaining casting ability. I've considered a feature that gives them advantage on Constitution saves to maintain concentration, but I envisioned them as less concentration focused and more blasty.
Any C&C would be much appreciated!