Posted by : David Guyll May 30, 2012
- Arcane Aegis: While wearing no armor you gain a +2 bonus to Armor Class.
- Arcane Arsenal: When wielding some kind of sword (ie, short sword, longsword, scimitar, khopesh, etc), you can use your Intelligence modifier in place of Strength for your attack and damage rolls.
- Arcane Magic: You can cast one 1st-level spell per day.
- Bladespells: You know the bladespells dancing flames and frost bite. Bladespells are essentially cantrips that can also be used as part of a melee attack.
- Spellbook: You have a spellbook that contains the spells burning hands and shield.
- Dancing Flames: You can make a ranged attack against a creature within 30 feet. If you hit, the target takes 1d4 + your Intelligence modifier fire damage and grants attack advantage against the next attack made against it. You can instead enchant your sword and make a melee attack; your attack deals fire damage and the target grants attack advantage against the next attack made against it.
- Frost Bite: You can make a ranged attack against a creature within 30 feet. If you hit, the target takes 1d6 + Intelligence modifier cold damage and is slowed for a turn. You can instead enchant your sword and make a melee attack; your attack deals cold damage and slows the target for a turn.
More of these could be cribbed from Neverwinter Campaign Setting, but I figure this will do for now. I should probably require the bladesinger to handle a weapon for a bit, laying in minor enchantments before it can benefit from Intelligence, but, again, we'll see how it plays out.
- Increase your total Hit Dice to 2d6, and your maximum hit points by 3.
- Add the spell grease to your spellbook.
- Bladesong: 2/day you can cast a bladespell after making a melee attack.
- Increase your total Hit Dice to 3d6, and your maximum hit points by 3.
- You gain another 1st-level spell slot and a +1 bonus to damage rolls with melee attacks.
Otherwise I slowed down the spell progression from the wizard (would probably lump in a 2nd-level spell at level 4) and gave it a fighter's damage bonus because it is supposed to be a melee class. I might bump up the Hit Die to d8. Depends on what else we see and how well it fares during our games.
Here is a kind of default theme I also kicked together. I thought that wizards had to make a Constitution check to cast a spell after being damage, but I could not find that rule anywhere so I'm just going to say that they have to make a DC 10 + spell level Con check to pull it off. I was kind of torn on the 3rd-level feat, going between allowing them to burn spells for a one-time melee damage bonus, sack Hit Dice to recharge a spell once per day, swap out one spell for another so long as it was an Abjuration or Evocation, etc.
- Combat Casting: When you have to make a Constitution check to cast a spell because you took damage, you have advantage.
- Evocation Specialization: When targets make saving throws against your Evocation spells, they have disadvantage.