- 3 max hp from Create Homunculus
Titles
Veteran: This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.
Raquel's Blessing?
Fountain of Youth Event: +1 1st level spell slot
Majital
Majital is abundant in two things. Sand and Magic. This desert country although lacking in natural resources, makes up for this by being the home of the wizards guild. Majitalians are a people who value knowledge, ambition and privacy. Their cunning nature is matched only by the beauty of their darkened skin. Majitalians all possess the following abilities as well as a choice of sub-type.
To some magic is a calling, but to a Majitalian, it is apart of everyday life. Majitalians begin play with Detect Magic as an at will ability. This functions as the spell in all other respects. You also have proficiency in the Arcana skill.
+1 Intelligence
Arcane Student
The study of the Arcane may seem like the purpose of the few, but in Majital, all children receive a rudimentary magical education. Their are a few that take this education further than the basics. Even if they have no intention of being spellcasters. These few who take it as far as they are able, are respected among their peers regardless of their calling. Indeed they use these lessons to strive themselves to further greatness.
You are an arcane student, even if you study abroad, your thirst for the knowledge of the arcane drives you. While it may not be your main passion, it is constantly in your shadow, guiding you in your career.
Your training in the arcane translates into other professions more easily than most. You receive skill proficiency in two other skills of your choice.
Every student has that one spell that stands out to them. You were no different. Choose a single wizard cantrip, you cast that at character level.
Gnome
Attributes: +2 Int, +1 Dex
Size:.Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Darkvision:.Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Natural Illusionist: You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Wizard 1
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.
Wizard 2
School of Transmutation: You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge. Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
Transmutation Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.
Minor Alchemy: Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.
Wizard 6
Transmuter's Stone
Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:
Darkvision out to a range of 60 feet
An increase to speed of 10 feet while the creature is unencumbered
Proficiency in Constitution saving throws
Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.
If you create a new transmuter's stone, the previous one ceases to function.
Wizard 10
Shapechanger: At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.
Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
Sage 4
Inner Strength: You are now proficient in constitution saving throws.
Veil of the Sage: A shimmering mystic veil of magic coats your body, granting you a permanent Mage Armor effect that provides a base AC of 13 + either your dexterity modifier or intelligence modifier (your choice). Should this effect be dispelled it will automatically reapply at the end of your next turn.
Sage 8
Alchemist’s Aether: Bonus Action: You target an area of ground within 30 feet, and create a wall that is up to 15 feet in length, 5 in width and 10 in height. The wall cannot fill a space occupied by a creature. On one side of the wall you can choose to create a 15 foot cube of difficult terrain as part of the same action. The wall crumbles and the terrain reverts to normal after a minute or once the wall is reduced to 0 HP. The wall has an AC of 14, 40 HP and is resistant to Slashing and Piercing damage. The Base HP of the wall is increased to 55 and the AC to 16 at lvl 12. This ability has 2 uses.
Sage 12
Transmute Self: Golem Skin. As an action, you can temporarily transmute yourself into a stone or metallic (your choice) humanoid for 1 minute. For the duration you are immune to Poison and Necrotic Damage, as well as the Exhaustion, Petrified, and Poisoned conditions. You also gain temporary hit points equal to your wizard level and are resistant to Bludgeoning, Piercing, and Slashing damage unless from an adamantine or siege weapon (you are instead vulnerable if the weapon is adamantine). While in this form you do not need to breathe but can still cast spells and abilities normally. The effect ends early if you fall unconscious. Once used you cannot use this ability again until you finish a short or long rest.
Prestige 1 Sage
Arcane Bolt (3): Starting at 4th level, you can use a bonus action to unleash a powerful bolt of astral energy. Make a ranged spell attack against a creature within 120 feet of you, dealing 2d4 + 2 astral damage for every four Wizard levels you possess. You can use this ability three times and regain expended uses when you finish a short or long rest.
This ability is considered a spell for the purposes of counterspell
Level 4: 2d4+2, 3rd level spell
Level 8: 4d4+4, 4th level spell
Level 12:, 6d4+6, 5th level spell
Prestige 2 Sage
Skill Improvements (1): Choose an Intelligence Skill (Arcana, Investigation, History, Nature, Religion). You gain proficiency in the chosen skill. If you already have proficiency with the chosen skill, you gain expertise instead
Prestige 3 Sage
Arcane Bolt (5): Arcane Bolt has 5 uses per short rest, instead of 3
Class/Racial Features & Traits