Jervis
2022-05-10, 11:11 PM
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I heard someone calling some elves "Gish", ain't nothing skilled about dancing around like a Githzerai with ice in his boots.
Wizard: Order of the Skilled
Drawing it's name from the Githyanki word for skilled, Gish is a term those in the material plane typically apply to spellcasters skilled with weaponry, or skilled warriors with magical abilities. The term is often applied in Githyanki culture to those that train their bodies and mind's simultaneously. Many of them serve as high ranking soldiers in the Githyanki army or mindflayer hunters, with many of them in the service of their people having red dragon mounts due to a pact formed between the first queen Gith and Tiamat.
Much like the elven Bladesinger this class might be restricted to Githyanki in the forgotten realms, though this class can reasonably be used by any society or individual with a psychic connection and marital background
I'm not going to lie this was made almost entirely because i feel that Githyanki deserve the same subclass treatment that elven favoritism created with bladesinger. Yes i know they aren't as popular but i like them.
Also the reasoning for medium armor comes entirely from the (relatively) recent changes to Githyanki to remove medium armor from their kit. They use to be custom built for brut forcing a strength based bladesinger and with that option removed i wanted to make something for it. Yes i know you can just use the old version but potatoes. This still works well for Githyanki because their floating weapon proficiency lets them grab greatswords.
Arcane Assault exists as a balance feature for Bladesinger extra attack. In a low op enviornment, they're identical, but it removes the option to use Pam,Ce,TWF, and the other typical bonus action attacks, as well as encouraging the second level feature's action economy use. Not quite as good for damage but some forced movement and possible advantage generation. I was somewhat worried about this one but it should hopefully work out without much of a balance issue because of the range.
Martial Tradition
At 2nd level when you adopt this subclass, you gain proficiency in medium armor, as well as short swords and longswords. Furthermore you can use any sword you are proficient with as a arcane focus for your Wizard spells.
Additionally you gain proficiency in your choice of the Athletics or Intimidation skill.
Psychic Tradition
Also at 2nd level you gain some awakened psychic potential. You learn the Mage Hand cantrip if you didn't know it already. You can cast it without verbal or somatic components, and make the hand created by the spell invisible. It's maximum carry weight increases by 10 pounds times your intelligence modifier, also you can command the hand as a bonus action. Intelligence is your spellcasting ability for this spell.
Additionally you gain the ability to assert your mental energy from a distance. As a bonus action while a mage hand spell you cast is active, you can attempt to telekinetically shove a creature that is no larger than one size category larger than you and is within half of your mage hand spell's range from you. Doing so moves your mage hand to that creatures position and requires you to make a Intelligence (Athletics) check contested by that creatures Strength (Athletics) or Dexterity (Acrobatics) check (Their choice). If you succeed this contest, you can either move the creature 5 feet in any direction or knock it prone. A creature can intentionally fail this contest.
Basically a normal mage hand means you can shove a creature from 15 feet away. The telekinetic feat doubles this to 30 feet. The fact that this is a check instead of a saving throw makes this better than the feat but I would still argue it's possibly worth picking up by virtue of doubling your shove range and the range of your mage hand. I'm somewhat worried about a BA shove but seeing as taking advantage of it personally means you need to be in melee and can't use BA damage buff spells like flaming sphere, i think it's somewhat reasonable.
Arcane Assault
At 6th level you gain the ability to weave magic and martial abilities together seamlessly. When you use your action to cast a Wizard cantrip, you can make one weapon attack as part of the same action.
Psychic Supremacy
At 10th level your psychic powers sharpen. The range of your Mage Hand cantrip as well as the maximum weight it can carry are doubled, and the hand created by the spell can be a number of feat away from you equal to the spells range. When you successfully use a bonus action to shove a creature with your Psychic Tradition feature, you can have the creature move 10 feet in any direction.
Additionally, as a bonus action on your turn you can fling any object your mage hand is holding towards a creature you can see within the spells range and within 30 feet of the mage hand. If you do, make a spell attack roll against the creature. On a hit the creature takes 1d6 + your Intelligence modifier bludgeoning damage. Regardless of if the object hit or not your mage hand moves to that creature's location and drops the object it was previously holding.
Psychic Slash
At 14th level, you gain the ability to deal additional psychic damage to any creature you hit with a weapon. Your weapon attacks deal an additional 1d8 psychic damage.
I heard someone calling some elves "Gish", ain't nothing skilled about dancing around like a Githzerai with ice in his boots.
Wizard: Order of the Skilled
Drawing it's name from the Githyanki word for skilled, Gish is a term those in the material plane typically apply to spellcasters skilled with weaponry, or skilled warriors with magical abilities. The term is often applied in Githyanki culture to those that train their bodies and mind's simultaneously. Many of them serve as high ranking soldiers in the Githyanki army or mindflayer hunters, with many of them in the service of their people having red dragon mounts due to a pact formed between the first queen Gith and Tiamat.
Much like the elven Bladesinger this class might be restricted to Githyanki in the forgotten realms, though this class can reasonably be used by any society or individual with a psychic connection and marital background
I'm not going to lie this was made almost entirely because i feel that Githyanki deserve the same subclass treatment that elven favoritism created with bladesinger. Yes i know they aren't as popular but i like them.
Also the reasoning for medium armor comes entirely from the (relatively) recent changes to Githyanki to remove medium armor from their kit. They use to be custom built for brut forcing a strength based bladesinger and with that option removed i wanted to make something for it. Yes i know you can just use the old version but potatoes. This still works well for Githyanki because their floating weapon proficiency lets them grab greatswords.
Arcane Assault exists as a balance feature for Bladesinger extra attack. In a low op enviornment, they're identical, but it removes the option to use Pam,Ce,TWF, and the other typical bonus action attacks, as well as encouraging the second level feature's action economy use. Not quite as good for damage but some forced movement and possible advantage generation. I was somewhat worried about this one but it should hopefully work out without much of a balance issue because of the range.
Martial Tradition
At 2nd level when you adopt this subclass, you gain proficiency in medium armor, as well as short swords and longswords. Furthermore you can use any sword you are proficient with as a arcane focus for your Wizard spells.
Additionally you gain proficiency in your choice of the Athletics or Intimidation skill.
Psychic Tradition
Also at 2nd level you gain some awakened psychic potential. You learn the Mage Hand cantrip if you didn't know it already. You can cast it without verbal or somatic components, and make the hand created by the spell invisible. It's maximum carry weight increases by 10 pounds times your intelligence modifier, also you can command the hand as a bonus action. Intelligence is your spellcasting ability for this spell.
Additionally you gain the ability to assert your mental energy from a distance. As a bonus action while a mage hand spell you cast is active, you can attempt to telekinetically shove a creature that is no larger than one size category larger than you and is within half of your mage hand spell's range from you. Doing so moves your mage hand to that creatures position and requires you to make a Intelligence (Athletics) check contested by that creatures Strength (Athletics) or Dexterity (Acrobatics) check (Their choice). If you succeed this contest, you can either move the creature 5 feet in any direction or knock it prone. A creature can intentionally fail this contest.
Basically a normal mage hand means you can shove a creature from 15 feet away. The telekinetic feat doubles this to 30 feet. The fact that this is a check instead of a saving throw makes this better than the feat but I would still argue it's possibly worth picking up by virtue of doubling your shove range and the range of your mage hand. I'm somewhat worried about a BA shove but seeing as taking advantage of it personally means you need to be in melee and can't use BA damage buff spells like flaming sphere, i think it's somewhat reasonable.
Arcane Assault
At 6th level you gain the ability to weave magic and martial abilities together seamlessly. When you use your action to cast a Wizard cantrip, you can make one weapon attack as part of the same action.
Psychic Supremacy
At 10th level your psychic powers sharpen. The range of your Mage Hand cantrip as well as the maximum weight it can carry are doubled, and the hand created by the spell can be a number of feat away from you equal to the spells range. When you successfully use a bonus action to shove a creature with your Psychic Tradition feature, you can have the creature move 10 feet in any direction.
Additionally, as a bonus action on your turn you can fling any object your mage hand is holding towards a creature you can see within the spells range and within 30 feet of the mage hand. If you do, make a spell attack roll against the creature. On a hit the creature takes 1d6 + your Intelligence modifier bludgeoning damage. Regardless of if the object hit or not your mage hand moves to that creature's location and drops the object it was previously holding.
Psychic Slash
At 14th level, you gain the ability to deal additional psychic damage to any creature you hit with a weapon. Your weapon attacks deal an additional 1d8 psychic damage.