Wizard Subclass: Tactical Arcanist
Wizard Subclass: Tactical Arcanist
Tactical arcanists are wizards who dedicate themselves to wielding magic on the battlefield. Protected by durable armor, these arcanists are as capable in the front lines of battle as they are at unleashing spells to eradicate enemy armies.
hit dice:
d6
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
subclass options:
ARCANE SOLDIER When you choose this tradition at 2nd level, you gain proficiency with all armor, shields and one type of melee weapon of your choice. You may use your weapon as your arcane focus. BATTLE WIZARD Starting at 2nd level, when you reduce a creature to 0 hit points with a melee attack, you can use your reaction to cast a spell with a casting time of 1 action or 1 bonus action. EXTRA ATTACK Starting at 6th level, you can attack twice instead of once whenever you take the Attack action on your turn. In addition, you can cast one of your cantrips in place of one of those attacks. ARCANE COMMANDER At 10th level, your battlefield experience allows you to provide insightful guidance and commands to allies, ensuring that each enemy is met with an unrelenting barrage of arcane might. When you cast a spell that damages a creature, after the spell is resolved, you can use a bonus action to choose one of the following benefits. Arcane Beacon. When a friendly creature casts a spell that targets a creature damaged by your spell, the range of the friendly creature’s spell is doubled until the start of your next turn. Coordinated Blast. Friendly creatures have advantage on their spell attack rolls against a creature damaged by your spell until the start of your next turn. Show of Force. Choose a friendly creature within 30 feet of you. The creature can immediately use its reaction to cast a spell with a casting time of 1 action or 1 bonus action. The spell cast must target and affect only the spellcaster and/or the creature damaged by your spell. DESTRUCTIVE SYNCHRONICITY At 14th level, you understand the chaos of battle and can sense opportunities to gain an advantage on beleaguered enemies. When a friendly creature deals damage to a creature you can use your reaction to gain advantage on melee attack rolls against that creature until the end of your next turn. Or, when you damage a creature with a spell, the first attack by a friendly creature within 30 feet of you targeting the damaged creature is done with advantage. You can use this feature a number of times equal to your proficiency bonus. You regain all uses after a long rest.
ARCANE SOLDIER When you choose this tradition at 2nd level, you gain proficiency with all armor, shields and one type of melee weapon of your choice. You may use your weapon as your arcane focus. BATTLE WIZARD Starting at 2nd level, when you reduce a creature to 0 hit points with a melee attack, you can use your reaction to cast a spell with a casting time of 1 action or 1 bonus action. EXTRA ATTACK Starting at 6th level, you can attack twice instead of once whenever you take the Attack action on your turn. In addition, you can cast one of your cantrips in place of one of those attacks. ARCANE COMMANDER At 10th level, your battlefield experience allows you to provide insightful guidance and commands to allies, ensuring that each enemy is met with an unrelenting barrage of arcane might. When you cast a spell that damages a creature, after the spell is resolved, you can use a bonus action to choose one of the following benefits. Arcane Beacon. When a friendly creature casts a spell that targets a creature damaged by your spell, the range of the friendly creature’s spell is doubled until the start of your next turn. Coordinated Blast. Friendly creatures have advantage on their spell attack rolls against a creature damaged by your spell until the start of your next turn. Show of Force. Choose a friendly creature within 30 feet of you. The creature can immediately use its reaction to cast a spell with a casting time of 1 action or 1 bonus action. The spell cast must target and affect only the spellcaster and/or the creature damaged by your spell. DESTRUCTIVE SYNCHRONICITY At 14th level, you understand the chaos of battle and can sense opportunities to gain an advantage on beleaguered enemies. When a friendly creature deals damage to a creature you can use your reaction to gain advantage on melee attack rolls against that creature until the end of your next turn. Or, when you damage a creature with a spell, the first attack by a friendly creature within 30 feet of you targeting the damaged creature is done with advantage. You can use this feature a number of times equal to your proficiency bonus. You regain all uses after a long rest.
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