Spell Striking

When a wizard takes on the arcane tradition of spell striker, they strive for all harm they cause to be by their own hand – quite literally. Students of arcane and martial arts, these wizards can deliver touch spells by way of unarmed blows. Wizards that take on this tradition are taught there is value in using their body as a channel for magic. Strike masters are taught the stronger their body, the closer their connection to their magic will be. That to hone one’s martial skills is to sharpen the strength of one’s spells.

They can be specialists living in a monastery devoted to other practices, or someone who learned martial arts before pursuing arcane study, or maybe the spell striker took up underground boxing as a way of paying tuition at a magic academy. Whatever the case, rather than blasting foes from the sidelines, in the fray is where these wizards feel at home.

Unarmored Defense

Your ability to anticipate and predict where danger will come from aids in your defense. Beginning at 2nd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Spell Striker

At 2nd level, you can harmonize your arcane knowledge and martial skill into a single blow. When you hit a creature with a melee spell attack it also counts as hitting with an unarmed strike. Additionally, your unarmed strikes can use your Intelligence modifier for attack and damage rolls instead of your Strength modifier.

Catch Spells

At 6th level, experience and discipline has made your magic instincts in tune with your reflexes.

Once per long rest, you can use your reaction to redirect a spell when you are hit with a ranged spell attack that deals damage. When you do so, you expend a 1st level spell slot to reduce the damage you take from the attack by 1d10 + wizard level.

If the damage is reduced to 0 you suffer no additional effects from the spell, and may also try and rebound the ranged spell attack to the original caster as part of the same reaction. You make this attack with your spellcasting ability and proficiency bonus, and the spell uses your spell save DC.

Flurry Attack

Starting at 10th level, when you use your action to cast a cantrip, you can make two unarmed strikes as a bonus action.

Synaptic Blow

At 14th level, you have studied where points vulnerable to magic on a myriad of creatures lay.

Striking these points, you can channel tremendous amounts of harmful energy. When you hit a creature with an unarmed strike, you can attempt to overload the creature’s nervous system. The creature must make an Intelligence saving throw against your spell save DC or be stunned until the end of its next turn.

A creature can only be affected once by this feature every 24 hours. Once you attempt to stun any creature this way, you must finish a short or long rest before you can do so again.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

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