Wizard

“Strike first. From a point they can not reach nor even see. Leave nothing standing.”

Moto of the Marauders of Astraya

Arcane Tradition At 2nd level, a wizard gains the Arcane Tradition feature. The following options are available to a wizard, in addition to those offered in the Player’s Handbook: Marauder.

Marauder The country of Astraya is known for their MagiTech marvels. One of those inventions are the Quint Rifles used by their military, powerful MagiTech versions of black powder weapons. Marauders are the long range support for the Artificers and Warmages on the front lines. Most warriors that face a squad of Marauders don't even know they have lost until they are bleeding out on the ground, never even having seen their enemies. Marauder Features Level Features 2nd Discipline of Precision, Arcane Ammunition 6th Lesser Crests 10th Unstoppable Intent 14th Greater Crests

Discipline of Precision When you adopt this tradition at 2nd level, you gain proficiency with simple and martial ranged weapons. You also gain proficiency in the Perception skill if you don’t already have it.

Arcane Ammunition Beginning at 2nd level, you have mastered the ability to lay simple spells into the ammunition you use. When you cast a cantrip that requires a spell attack roll, you may make an attack roll with a ranged weapon insead. If you hit a target with this attack roll they take the damage and effects from the cantrip, in addition to the weapon’s damage. Before each ranged weapon attack you can choose to expend one spell slot to empower your ammunition. If you hit a creature with an empowered ranged attack it deals extra force damage, in addition to the weapon damage. The extra damage is 2d10 for a 1st-level spell slot, plus 1d10 for each slot level higher than 1st. The damage increases by 1d10 if the target is a construct.

Lesser Crests Starting at 6th level, you have figured out how to affix unique abilities known as Lesser Crests to your attacks. When you hit a creature with a ranged weapon attack you can use a bonus action and expend one wizard spell slot to apply a Lesser Crest to the creature. A creature can have only be effected by one Lesser Crest at a time. Crest of Breaking. For the next minute you deal 1d6 extra force damage to the target whenever you hit it with an attack. Crest of Charity. The target gains a number of temporary hit points equal to your Intelligence modifier plus twice your wizard level. Crest of Spirit. For the next minute once on each of the target's turns they can roll a d6 and add the number rolled to an attack or damage roll. Crest of Weakness. For the next minute the target deals only half damage with weapon attacks. When you apply a Lesser Crest to a target you can choose to deal no damage to the target with the attack.

Unstoppable Intent Starting at 10th level, you add your Intelligence modifier (minimum of +1) to your attack rolls with ranged weapons whil you have a Crest active.