Arcane Tradition: Grindweaver

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Olliemancer

Imagine this: your long hair flowing freely as your spells, your radical tricks on the battlefield dazzling the enemy, and you knowing that it isn't just your imagination. It is your reality. When danger strikes this wizard knows that she can't be felled by mere weapons as she's able to dodge and weave effortlessly. Is it a trick of the light or a spell that made you scream with delight? Only the grindweaver knows.

Skateboard Tricks

Beginning at 2nd level, you can expend a spell slot to summon a magical skateboard that persists for a number of minutes equal to your Intelligence score. When riding the skateboard your movement speed is increased by 10 while on the ground, and you can perform the following tricks:


  • You can dash as a bonus action but cannot perform other movement options on your turn.

  • While riding the skateboard opportunity attacks targeting you automatically miss.

  • Long jump distance is increased by 30 feet and uses your Dexterity rather than your Strength for its calculation.

  • While shredding on your skateboard you can make all creatures in line of sight of you, which are able to see you, make a Wisdom saving throw against your Spell Save DC (8 + Intelligence modifier + Proficiency bonus). If failed, that creature is dazzled* by you for one round. A creature that would be affected by this feature is immune to its effects for 24 hours regardless of its efficacy. You can only use this feature once per long rest.

 

Dash and Flip

Starting at 6th level, when you use your full movement speed (including dashing), you gain a bonus to your AC equal to your Intelligence modifier until the start of your next turn.


Kickflip Conjurer

Beginning at 10th level, when you are on your skateboard, you gain an additional reaction.


Skater4Life

Starting at 14th level, if you have suffered the paralyzed, stunned, or petrified condition, you can conjure your skateboard without having to spend a spell slot and clear that condition. You can only use this feature twice per long rest. 

 

References

*Dazzled

Creatures affected by this condition cannot take an action aside from Perception or Investigation on the target indicated by the dazzle. That creature is at disadvantage to saving throws, receives -5 penalty to AC, and gains advantage to Perception and Investigation checks while dazzled. If you would be the target of a harmful effect such as an attack or a spell you snap out of the dazzle after taking the brunt of the attack.

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