A Wizard who can use their Intelligence bonus for a single weapon attack, is slightly less useless than a Wizard who uses Strength or Dexterity. I felt like we need to give a Wizard an actual reason to use their weapons at all. So I came up with the following changes for my campaign that I want to share with everyone. Feel free to playtest them and then throw me your feedback. You also gain proficiency with light armor, the perception skill, and ALL simple weapons and shields.
Therefore it's more of a statement and a reminder about this subclass. Hunter's Mark is really to extend their tracking capabilities and add a tiny blip of damage if they decide to actually use a weapon attack. But it also makes sense for my other tweaks later. As for shields, it felt right for THIS Wizard class as they will often want to go toe-to-toe with tough spellcasters. Choose a melee weapon with which you are proficient.
Performing the bonding ritual takes 1 hour, which may be done during a short rest. The weapon must be within your reach throughout the ritual.
You can't be disarmed of your bonded weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. If you attempt to bond to another weapon, you must break the bond with the first. While your bond exists, you can use it as your spell focus, and you use your Intelligence ability instead of Strength for the attack and damage rolls using that weapon. The weapon also becomes magical, if it isn't already.
So a character doesn't need to worry about having both their weapon and their focus out at the same time. At 14th level, you can cast any Spell and make one weapon attack as a bonus action. I stole these from the Eldritch Knight, but the actual influence was the Bladesinger. This actually celebrates a Mage Hunter using their weapons against all types of enemies instead of just staying back and throwing fireballs and fire bolts.
The bonus action weapon attack afterward isn't really a massive benefit over many high level wizard spells, but to a Mage Hunter who is conserving their spell actions for a Counterspell or spell slots for some other emergency moment, this will make the Subclass feel like they're part of the final solution.
Side Note -- This is a very overlooked subclass ability that often gets ignored after an Eldritch Knight reaches level 11 and receives 3x attacks per turn. Plus it gets reinforced at level 14 by allowing a Mage Hunter to cast Fireball, and then fire a Light Crossbow bolt as a bonus action on the same turn if they desire. The point being that weapons are being reinforced as part of their combat sequence. Try it out and let me know how balanced or unbalanced it is.
Marc M. Nice quality print of the full colour softcover version. The content fits seamlessly into Xanathar's guide to everything. The mini-campaign is a great bonus. The optional sanity and Corruption rules are a nice exten [ Austin B.
At first I thought this supplement was okay, but after looking at it closer, it has an inexcusable amount of balance issues in its subclass additions. It seems that no thought at all was put into whether the classes would actually be playable or multic [ Micah I. Abseloutly love it. With tons of additional archetype options, baeutiful art. Its a must have. Bryan H. The print on demand option is fantastic, this made for an excellent supplement at my table. The archetypes range from "middle of the road" to "woah, it can do WHAT?!
The adventure was perfe [ George L. This is by far one of my favorite supplemental downloads from the DMs Guild. The content is thoughtfully designed, has some incredible ideas, and contains some of my favorite new Subclasses.
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