Twizard (5e Subclass)
Twizard[edit]
Wizard Subclass
Twizards, or tank-wizards, are mages trained in both mythical and arcane methods for keeping their allies out of harm's way. They are instructed in the art of war, learning how to use armor and weapons, but with a defensive emphasis. Their main method of protection involves the use of the blockel, a defensive tactic that forces their enemies to stop by their side, forcing them to attack a highly protected target.
- Combat Training
Starting when you choose this archetype at 2nd level, you gain proficiency with light armor and medium armor, simple weapons and martial weapons.
- Blockel
Starting at 2nd level, you can magically stop a creature's movement by engulfing the target in invisible threads of Weave. When a creature moves to a position within 5 feet of you, you can use your reaction to attempt to block its movement. The target must succeed on a Strength saving throw against your spell save DC, or have its movement speed reduced to 0.
Alternatively, you can also use Blockel as a bonus action when you hit a creature with a melee weapon.
- Defensive Fighting
At 6th level, when you hit a creature with a melee weapon attack using a weapon you are proficient with, you can choose to deal half the damage. If you do so, the next attack made against you until the start of your next turn causes half damage.
- Heavy Armored
At 10th level, you gain proficiency with heavy armors and shields. In addition, while wearing heavy armor, you have advantage on your Strength saving throws and on your contested Strength (Athletics) checks.
- Dodgel
At 14th level, if you are within 5 feet of a hostile creature, and there's no ally within 5 feet of you, you can take the Dodge action using a bonus action. You lose the benefits of Dodge if a friendly creature ends its turn within 5 feet of you.
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