The Sporting Wizard


Sporting wizards are so named because of their seemingly magical ability to produce match-winning plays and wondrous defensive efforts. Many affluent wizarding schools, in an effort to diversify their clientele or stake out an extracurricular field of excellence for themselves, will reach out to talented athletes and offer to pay for their education in return for their participation in sporting teams. Such students are unlikely to achieve the academic heights of their peers, but are nonetheless valuable contributors to the cultural fabric and continued popularity of wizarding schools.

Muscular

When you choose this archetype at 2nd level, your hit point maximum increases by 2, and increases by 1 whenever you take another level in this class.

In addition, you gain proficiency in the Athletics skill. If you are already proficient in Athletics, you can add double your proficiency bonus when making Athletics skill checks.

Playing Kit

Also at 2nd level, your wizarding school provides you with an appropriate uniform for your sport - usually including a helmet, shoulder pads, and jock strap. You are considered proficient in your playing kit, and it grants you a base AC of 13 + your Dexterity modifier. If you lose your playing kit, or soil it, your wizarding school will magically transport you a new one over the course of your next long rest.

Set Play

Beginning at 6th level, you have honed your leadership and communication skills in order to get the most out of your less talented teammates. On your turn, you can use an action to call a set play that you have discussed with your allies. A number of friendly creatures equal to your Intelligence modifier (minimum of 1) that are within 30 feet of you can then use their reaction to do one of the following:

  • Move up to their maximum speed without provoking opportunity attacks
  • Gain advantage on the first attack roll made on their next turn
  • Take the dodge action

Once you've used this feature, you can't use it again until you have finished a long rest.

Semi-Pro

From 10th level, you have started to make a name for yourself in your chosen field. Whenever you make a Persuasion or Intimidation check, you can ask 'Do you know who I am?' to gain advantage on the check. Afterwards, the target gets the feeling that you are kind of a dick, and may become hostile towards you.

Clutch Player

Beginning at 14th level, your sheer athletic ability is matched only by your knack for 'reading' combat and playing what's in front of you. Somehow, no matter the odds, it always just seems to work out for you.

Whenever you cast a spell that forces a single target to make a saving throw, you can expend an additional spell slot in order to force the target to fail its save. The slot you expend must be of at least the same level as the one you used to cast the inital spell.

You must declare that you are using this feature before you know the result of the target's saving throw.

Once you have used this feature, you can't use it again until you have finished a long rest.

Image Source

Blood Bowl Orc by Karl Kopinsky

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Made by pygmybatrider