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Wizard


Hit Points

Hit Dice: d6 per Wizard level
Hit Points at first Level: 6+Con Modifier
Hit Points at Higher Levels: 1d6 + Con Modifier per spellcaster level

Proficiences

Armor: Robes
Weapons: Wands, Quarterstaffs, Tomes
Tools:
Saving Throws: Int, Wis
Skills:

Overview & Creation

This class replaces the class Wizard. Spellcasters are those who harness the power of magic and command it to do things with words and commands that it responds to.


Class Features

Arcane Recovery (See Rules)


Starting Equipment

A book with 3 spells, a wand or quarterstaff, Scholar's pack or Explorer's pack, A component pouch or an arcane focus.


Spellcasting

You have a book that contains the spells you know, with incantations and ingredients required for the spell.
Intelligence is your spellcasting ability.
Spell Save DC = 8 + Proficiency Bonus + Intelligence Modifier.
Spell Attack Modifier = Proficiency Bonus + Intelligence Modifier.
Spells must be learned, through observation, creativity or education.


Subclass Options

At third level choose one of the following (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Trasmutation) This is your spellcaster subclass. If you know one or more chronomancy spells when you level up, you may choose to go into the subclass Chronomancy, this can happen at any level when you level up, however will be counted seperately from your levels almost like another class (Level 16 Spellcaster, Level 12 Chronomancer, the chronomancer is a part of the Spellcaster and Spellcaster can still achieve level 20, each time you take a level in Spellcaster Chronomancer level goes up by the same amount.)

ABJURATION: You can cast banishment once per day at no cost. LV5- Protective Spells you cast give 1d6 temporary HP. LV8- You know counterspell, protective spells give 2d6 temporary HP. LV12- You can cast banishment two times per day at no cost, protective spells give 3d6 temporary HP. LV16- You can cast banishment as a cantrip as long as you use Feygrass as a material, protective spells give 5d6 temporary HP. LV20- protective spells give 7d6 temporary HP, you can cast counterspell as a cantrip, and you may use a legendary action to cast a spell once per short rest.

CONJURATION: You can summon an etherial object within 5ft as an action. LV5- Conjured weapons deal 1d4 extra psychic damage. LV8- You can summon an etherial object within 10ft as an action, conjured weapons deal 1d8 extra psychic damage. LV12- You can summon an etherial object within 5 feet as a reaction, you may conjure etherial armor (10 AC, immune to psychic damage and resistant to magic) once per day, as long as you use goblin earwax as a material. LV16- you can conjure an etherial object within 15ft as an action, one 10ft as a reaction, conjured weapons deal 3d8 extra psychic damage. LV20- Conjured weapons deal 4d8 extra psychic damage, you may conjure beings from alternate planes (as a ritual), you can conjure etherial armor once per short rest.

DIVINATION: You may see 5 minutes into the future as an action. LV5- You understand all languages. LV8- You can touch something to see that object/person's past or future, up to 6 months. LV12- You may see up to 1 hour into the future as an action, and 2 hours into the past. LV16- You may see up to 4 hours into the future as an action or reaction, you can choose to interact with said future or past. LV20- You may see up to 1 year into the future or past as an action or reaction, you may bring items you see back with you

ENCHANTMENT: You can enchant a creature for 5 minutes once per short rest, if they fail a constitution saving throw, DC of 15. LV5- You may enchant an object to temporarily be magic, for 1 minute. LV8- You may place enchanting clouds, which will cause an effect of your choosing on those who breathe it (as long as they fail a constitution saving throw, DC of 10), the clouds last for 18 seconds. LV12- Enchanted objects last for 2 minutes and you can give them magic effects within the same power as "When this sword swings, it deals an extra 2d6 fire damage". LV16- Enchanted objects last for 5 minutes, same power as "When this sword swings, it deals an extra 3d6 fire damage", you can enchant creatures as an action for 3 hours, DC 15. LV20- Enchanted objects are perminant, same power as "This sword can cause enemies to catch fire and deals an extra 3d6 lightning damage", You may enchant creatures as an action or reation for 5 hours (DC 15), and as a legendary action you may enchant plants to rise and fight on your side for one round.

EVOCATION: You learn wish, but casting it will cost your life (Spell name: Death Wish). LV5- You may produce a wish like effect within the power of "A brick magically exists in my hand" with no drawback. LV8- Evocation spells you cast have a 10% chance (roll a d100, if it is lower than 10 it succeeds) to cast it again immediatly as a free action with no cost, excluding wish spells. LV12- You may produce a wish like effect within the power of "10ft by 10ft disappears, or ceases to exist" as an action. LV16- Evocation spells have a 30% chance of double casting, and a 5% chance to cast again if succeeding on double cast. LV20- You learn free wish as a level 9 spell.

ILLUSION: You may create an illusion within 5ft as an action. LV5- You may create an illusion within 10ft as an action. LV8- You may create an illusion within 30ft as an action, 10ft as a reaction, and hostile creatures who see the illusions must make a wisdom saving throw or be frightened or charmed, by choice of the caster (DC 10). LV12- Creatures who are frightened of you must take the dash action to run away from you, creatures who are charmed fight for you for the duration of their charm. LV16- You can create an illusion within 50ft as an action, 25ft as a reaction, and 5ft as a legendary action. LV20- You can create an illusion of any size as an action, within 50ft as a reaction, and 20ft as a legendary action, creatures who see these illusions must succeed a wisdom saving throw with disadvantage or believe that it is completly real (DC 10 + 1D8, if the roll is an 8, add an extra 1d4 to the DC).

NECROMANCY: You can raise the dead up to small size (Tiny + Tiny = Small, Small + Small = Medium, ect.), you may choose to deal necrotic damage when you deal any magical damage. LV5- You gain a pool of healing power, with 5 x (Character Level) of hitpoints in it, you may heal either dead or living with this pool. LV8- You can raise the dead of anything up to medium size, entities risen by you have an extra 1d6 necrotic damage buff when attacking. LV12- You can raise the dead up to 2 mediums (Nothing above medium, rest of size rules still apply), entities risen by you have an extra 1d12 necrotic damage buff. LV16- You can raise the dead up to large, you learn vampiric touch, entities risen by you have an extra 1d4 AC. LV20- You can raise the dead up to gargantuan, you can use an action to turn a living creature into an undead servant, as long as they have less than 20 HP, you learn Finger of Death and deal an extra 3d8 with finger of death, entities risen by you deal an extra 2d12 necrotic damage and have an extra 1d6 AC.

TRANSMUTATION: You can change one material to another of the same value once per short rest. LV5- Transmutation spells you cast have a 2% chance of creating a magical substance. LV8- You can change one material to another of the same value as an action. LV12- You can change one material to another worth at most 50 silver more than the original material, Transmutaion spells you cast have a 7% chance of creating a magical substance. LV16- You can polymorph a creature for 2 hours, transmutation spells have a 10% chance of creating a magical substance. LV20- You can change one material to another worth at most 70 gold more than the original material, transmutation spells have a 20% chance to create a magical substance, you can polymorph a creature for 2 hours (Or perminantly, if they wish/agree to being perminantly polymorphed).

Chronomancy You may travel back or forward in time by at most 5 minutes each day you are alive. LV5- You can speak freely with Vyremya if he accepts your conversation. LV8- You may bend your own timeline to overlap another or lead to another turn of events. LV12- Chronomancy can be done with actions instead of words. LV16- You can exit and enter timelines with verbal components, and can speed up time by up to 10x or slow it down by up to 10x. LV20- You may travel to any location in time at will, slow time and speed it up by up to 100x and can Alter timelines beyond physically possible. Those who use Chronomancy to mess up a timeline without Vyremya's Agreement may be hunted by Vyremya.


3Magic Specialty
4Ability Score Improvement
6Magical Tongue
8Ability Score Improvement
10Magical Tongue
12Ability Score Improvement
14Magical Tongue
16Ability Score Improvement
19Magical Tongue, Ability Score Improvement
20Mystic Tongue
Spell Slots and Proficiency Bonus are the same as wizard, you must learn cantrips.
Magic Specialty- You begin to specialize in a certain school of magic, and go into a Spellcaster Subclass.
Magical Tongue- You begin to catch onto the ways of magic, ask the DM to learn one word from the language of magic.
Mystic Tongue- Magic is very familiar to you now, ask the DM to learn three words from the language of magic, and a rule of magic's language.

Created by

Zenacle.

Statblock Type

Class Features

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