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School of the Tower in Dungeons & Dragons 5e

School of the Tower


Hit Points

Hit Dice: d6 per School of the Tower level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Some wizards tie their magical talent to one of the three towers. This gives them power, longevity - and a debt. Wizards so connected may 'borrow' against the arcana of their respective towers, provided they make good on their returns with interest. As they gain power in their class, they become ever more inexorably tied to their home tower.


Class Features

When you choose this school at 2nd level, you also choose to attune to one of three towers: The Golden Tower, The Brass Tower, or The White Tower. This will determine your bonus spells, and your abilities.   The Golden Tower provides access to Transmutation, Divination, and Enchantment.   The Brass Tower provides access to Evocation, Abjuration, and Transmutation.   The White Tower provides access to Necromancy, Conjuration, and Divination.  

Memory Bank

  Starting at 2nd level, you have one extra prepared spell per level. It can be any spell of that level of the schools offered by your chosen tower. If you don't prepare this spell, you do not retain knowledge of it unless you have attained the spell through other means.    

Power Reserves

  At 8th level, you can draw power from your tower. You can recover spell levels equal to half your Wizard level as a bonus action. For every level of spell you regain this way, you do not recover twice that number of spell levels the next time you rest, as you must pay back your loan with interest.  

Tower Amplification

  Once, starting at 10th level, you can draw upon the might of the tower. You can increase the spell level of one spell you cast without spending a higher level slot. The maximum amount you can increase a spell is equal to your Proficiency Bonus. You regain the use of this ability when you finish a long rest. You may only use this ability on a spell of a school accessed through your tower. On your next rest, you must spend 1 HD per level you increased the spell paying back your Tower rather than regaining hit points.  

Tower Avatar

  At 14th level, you are now a creature of your tower. You gain an inherent ability based on your tower affiliation.
Affiliation Ability
Golden Tower Fortune's Friend: When you and allies within sight of you find coins, the amount is 120% what it otherwise would be. To maintain this ability, you must tithe 5% of your gains after every adventure.
Brass Tower War Never Changes: You can give a rousing speech. It takes ten minutes for the magic to settle in. You roll an Intelligence (Persuasion) check. Allies within sight and hearing of you gain temporary hit points equal to your roll. If you roll a natural 20, they are also immune to fear. These hit points and immunity lasts until they take a short or long rest.
White Tower Ghosts of the Past: You are aware of lingering spirits in an area, even those too faint to manifest on their own. You may interact with them. To maintain this ability, you must provide any information discovered this way to the White Tower.

 


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