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Wednesday, April 24, 2019

Rise of the Baller Wizards, Fifth Edition Remix

As described in Rise of the Baller Wizards, there is an ancient sect of magical wizards who mastered their wizardry on the basketball court. That describes them in OSR-type games; if you want to use Baller Wizards in D&D 5e, you could just as easily make a wizard, assign Dexterity as their second-highest ability score, give them an orb focus, and choose Evocation as their Arcane Tradition. Pick the Entertainer background, but swap Acrobatics for Athletics, swap a musical instrument proficiency for basketball proficiency, and swap your starting musical instrument for appropriate basketball gear.

"The nail in the coffin!"
Of course, if you want actual rules for Baller Wizards, why not try...

Arcane Tradition: Baller Wizard

You are trained in the ways of the Baller Wizard, educated in how best to protect the helpless and dunk on your enemies. Baller Wizards eschew heavy magical specialization, instead choosing to focus on additional athletic training to be more maneuverable on the battlefield. Although they learn a few sorcerous secrets of their own.

For obvious reasons, most Baller Wizards tend toward orbs as an arcane focus — can you really be a Baller Wizard without a sufficiently impressive B-Ball?

To the Jam
When you adopt this tradition at 2nd level, your speed increases by 5 feet while you are not wearing armor or wielding a shield. You also gain proficiency in the Athletics and Performance skills if you don't already have them.

All in your Face
Starting at 2nd level, you no longer have disadvantage on ranged attacks if you are within 5 feet of a hostile creature. Additionally, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

Wassup, Just Feel the Bass
Starting at 6th level, if you cast a spell and you are within its area of effect, you can choose to no longer be considered a target of the spell. This ability only functions if you are conscious. Additionally, if you deal damage to a creature, you don't provoke opportunity attacks from that creature for the rest of the turn.

Drop It, Rock It, Down the Room
Starting at 10th level, you gain proficiency in Dexterity saving throws if you do not already have it. Additionally, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Shake It, Quake It, Space Kaboom
Starting at 14th level, when you cast a spell that deals damage, you can expend spell slots to make a spell more deadly. You may only expend spell slots up to 5th level in this manner. Each spell slot spent increases the damage of the spell by an amount equal to its level. This additional damage takes effect when the spell is cast, and so may be halved by resistances or saving throws as normal. If a given spell deals damage of multiple types, choose one of the types to be increased by this spell.

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