School of Sex Magic
Hit Points
Hit Dice: d6 per School of Sex Magic level
Hit Points at first Level: 6 + your Constitution modifier.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st.
Proficiences
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Overview & Creation
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
Class Features
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Arcane Tradition
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through a school of specialty. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you
have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
Signature Spells
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells
you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. W hen you do so, you can’t do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a dagger
- (a) a component pouch or (b) an arcane focus
- (a) a scholar’s pack or (b) an explorer’s pack
- A spellbook
Spellcasting
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
Cantrips
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. To do so. choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level
spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level
for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.
Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
Subclass Options
May spells are about sex, the body and what can be done with it. Because a lot of people spend much time thinking about such things. And thus there are wizards who have spent time studying those forms of magic.
Wizard level | Sex Magic features |
2nd | Sexual Recovery, Erotic Studies |
6th | Sex Ritual |
10th | Kept Potency |
14th | Joint Excitement |
Sexual Recovery
Starting when you choose this school at 2nd level, you have learned how to draw magical energies from sexual acts. If you spend half an hour engaged in sexual activities with at least one other person, you gain the benefit of the Arcane Recovery ability without expending the use of that ability. Once you use this feature you can not do so again until you finish a long rest.
Erotic Studies
Your focus has been strictly on magic dealing with sex and sexuality. Starting at 2nd level, the gold and time you must spend to copy any of the spells listed in chapter 6 is halved. Further, all of the spells in that chapter are treated as if they were on the wizard spell list for you.
Also, as a bonus action, you can choose to be aroused by anyone or anything you want, or choose to end any such arousal, even if it stems from a magical source.
Sex Ritual
By 6th level, you can weave sexual energies into a spell instead of using your own arcane focus. You can cast any spell of 5th level or less as a ritual spell, but to do so you must perform a sexual component to the ritual that involves at least one other person. Once you have used this ability you can not do so again until you’ve finished a long rest.
Kept Potency
Starting at 10th level, you can utilize the energy released through an orgasm. After you have one, you can select one of your prepared spells. You have advantage on an attack with that spell, or a target has disadvantage on a saving throw. If the spell has multiple attacks, saving throws or is an area of effect, you choose one attack or target to be affected. The next time you orgasm, you can change this to a different spell. The effect disappears after a long rest.
Joint Excitement
When you reach 14th level, you are able to help those around you find strength in the sexual energies they build. As an action, you can cause gently glowing tendrils to extend to any number of creatures within 60 feet of you that you can see. Any tendril reaching a creature that isn’t sexually aroused or that you are aroused by will fade and have no effect. Tendrils reaching a creature with spent 1st or 2nd-level spell slots will restore either one 2nd-level slot or two 1st-level slots. Tendrils that reach creatures with no spell slots to restore, will instead grant 2d6 temporary hit points. Once you have used this feature, you can not do so again until you finish a long rest.
Level | Proficiency | Bonus Features | Cantrips | Spell slots: | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|
1st | +2 | Spellcasting, Arcane Recovery | 3 | | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Arcane Tradition | 3 | | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | 3 | | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 4 | | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Arcane Tradition feature | 4 | | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Arcane Tradition feature | 5 | | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 5 | | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Arcane Tradition feature | 5 | | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 5 | | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 5 | | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Spell Mastery | 5 | | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Signature Spell | 5 | | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |