Wizard

Description

  Magic is the crux of the world as most people know it. There, lying on the brave frontiers of magic and cosmology, are the most common known venturers; wizards. Wizards are men and women who learn how to control the Weave, channeling its ambient energy for spells and incantations. Wizards methodically record spells with intricate gesticulations and somatic, and non-somatic components needed to perform them; a wizard’s book, or some form of scripturally-important media, serves as the place where they conjure forth their spellwork. Staffs and wands, and other items of power: act as their conduits.   In a realm where magic weaves through the very fabric of existence there are those who would seek to harness such power for their own gain. Wizards are masters of the mystical arts whose presence commands both awe and respect. Capable of subtly manipulating minds to opening hellish gates to realms most unknown. Their power, by most standards, is incomprehensible.   Generally, a wizard is a potent magical practitioner, often depicted as a wise and skilled individual with the ability to use magic for various purposes.
  • Every creature has a starting amount of Spell Points (SP) equal to 4.
  • Each attribute point spent during character creation towards a caster's Spellcasting Attribute increases their Spell Points (SP) by another 4.
  • Choose any 1 subclass from the 5 Subclasses.
  • The greatest wizards come to be recognized as Archmages within institutions across the world.
  • Wizards can be self-taught, at some expense, and other wizards are often born of a thoroughbred desire from wealthy families, in shipping, and the unluckier ones scrounge their coin for the opportunity to learn; schools and academia across Faerun are dedicated to the pursuit & education of magic.
 

Subclasses

 

School of Abjuration

The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.  

Perks

 
Spell List
Rituals
Novice
Arcane Lock
  Novice
Hit Dice
Your hit die becomes 1d6 per rank of mastery.
Protection Ward
As an action, select up to 3 targets within 8 tiles. They gain +1 AC, +2 DT, and +2 to all saving throws for 3 turns. This ability can be used twice per short rest.
  Adept
Defensive
You gain +1 AC and +1 DT.
Projected Ward
Free Action: Whenever an ally within 8 tiles of you takes damage, you may project the protection of your wards to them and heal them for 1d4+Mastery hitpoints. This is a Free Action, but may only be cast once per ally per round and costs 3 SP.
  Expert
Reinforced Wards
As a bonus action; Select 2 targets within 8 tiles. They gain resistance to Bludgeoning, Slashing and Piercing damage for 2 turns. This ability can be used once per short rest and cannot be stacked with Barbarian Rage.
  Master
Improved Wards
Protection Ward: Provides +3 DT and saving throws and gains an additional use.
Projected Ward: Heal increased from 1d4+Mastery hitpoints to 1d6+Mastery hitpoints.
Reinforced Ward: Gains an additional use.


 

School of Conjuration

As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.  

Perks

 
Spell List
Rituals
  Novice
Arcane Stability
Gain +2 on spell saves versus magic that impedes your movement, teleports you, or banishes you.
Summoning Greater Familiar
The Greater Familiar gives the conjurationist the following until their next short rest:
  • +2 to initiative
  • +3 perception
  • +6 SP on arcane recovery
  •   Adept
    Advanced Teleportation
    Gain +1 Movement on all teleportation-type spells
    Summon Elemental Guardian
    Pick two of four elemental guardians; which serve as equipable guard runes that offer a variety of abilities. These runes have to be crafted and are only usable by Conjuration Wizards. These elementals may only embody the characteristics of their specific element.   Note: While they are visually represented by a text status, these guardians are present in-character and can be seen by other player characters.

    Fire Elemental:
    Guard Bonus: +6 Temp Hitpoints; Resistance to Fire damage.
    Baleful Spark: As a reaction on your turn; force 3 targets within 6 tiles of you to take 1d8 fire damage. They must make a DEX saving throw. On a failed save, they take 1d8 Fire Damage damage over time each turn for 2 turns. Usable once per short rest.

    Earth Elemental:
    Guard Bonus: +12 hitpoints, +2 DT.
    Mountain Guard: Once per short rest; as a reaction on your turn, give yourself resistance to all physical damage for 2 rounds, and +1 DT.

    Air Elemental:
    Guard Bonus: +6 Temp Hitpoints; Resistance to Lightning and Thunder Damage.
    Whirlwind: One per short rest; as a reaction on your turn, select 3 targets within 4 tiles of you; they must succeed a STR save or be pushed 2 tiles away from you before being knocked prone. On a successful save they are pushed 1 tile away.

    Water Elemental:
    Guard Bonus: +6 Temp Hitpoints; Resistance to Acid and Cold Damage.
    Tidal Shift: As a reaction to being hit in melee, a selected target within 6 tiles to makes DEX save or is slowed and wet for two rounds. On a successful save the target is not slowed and is wet for only one round. Usable once per short rest.
      Expert
    Benign Teleportation
    Once per long rest; after casting a non-teleportation spell as your primary action; you may spend a free action to regain your action. This regained action must be used on a spell that teleports you.
      Master
    Elemental Mastery
    DC of saves against your elemental guardians is increased to DC18.


     

    School of Enchantment

    As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.  

    Perks

     
    Spell List
    Rituals
    Novice
    Disguise Self

    Expert
    Seeming
      Novice
    Unsettling Enchantment
    All your Enchantment spells of Novice mastery and above that do not already hurt the target creature now hurt the target creature for 1d8+Mastery Psychic damage whenever they fail their saving throw.
    Hypnotic Gaze
    As an Action choose one creature which can see or hear you within 1 tile. They must succeed on a Wisdom saving throw or be Charmed by you for one round. When Charmed in this way, their movement speed is 0 and they are incapacitated and can take no actions. The target suffers a -2 to AC and a -2 to all saving throws while this is active.   This effect ends immediately if you move more than 1 tile away from the target creature or they take damage. May be used once every 2 turns.
      Adept
    Charismatic Caster
    Gain +2 to all Charisma skills, and +2 to Charisma saving throws.
    Instinctive Charm
    As a bonus action you may select a target. That target is unable to select you as a viable target for any attacks or abilities for one turn. This may be done once per short rest. This Charm follows the normal restrictions for the Charmed status, but does not afflict the Charmed status nor can it be removed through speells and abilities that would normally prevent or cleanse the Charmed status.
      Expert
    Supreme Appeal
    As an action you designate 3 targets within 8 tiles of you; these targets suffer -1 on all mental saves until the end of combat. This may be used once per short rest. This ability does not stack with itself.
      Master
    Master of Enchantments
    Instinctive Charm and Supreme appeal may be used one additional time per short rest.


     

    School of Evocation

    You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.  

    Perks

     
    Spell List
      Novice
    Spell Points
    Gain additional +2 spell points per rank of Mastery.
    Spell Duelist
    You may use your bonus action to regain your primary action. This action must be used to cast a damaging cantrip spell. Once per short rest.
      Adept
    Armor Piercing Magic
    Spells that target AC gain a +1 hit bonus.
    Shaped Spell
    Make yourself or a target of your choosing become immune to the next instance of AoE damage from one of your own spells. Usable once per short rest.
      Expert
    Overchannel
    This ability modifies Upcasting. At +2 SP Cost and a bonus action, Overchannel adds an additional 25% spell potency to Upcasting, and the Caster takes 1d6+3 true damage from casting the spell.
      Master
    Superior Evocations
    Gain one additional use of Spell Duelist and Shaped Spell.
       

    School of Necromancy

    The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.  

    Perks

     
    Spell List
      Novice
    Necrotic Resistance
    You gain resistance to Necrotic Damage
    Undead Guardians
    Gain a rune that allows you to summon undead minions; available options change per level. These runes have to be crafted and are only usable by Necromancy Wizards.   Note: While they are visually represented by a text status, these are undead minions that are present in-character and can be seen by other player characters.

    Novice: Zombie Swarm
    Guard Bonus: +8 Temporary Hit Points
    The Swarming: As a Bonus Action select up to 2 targets in 3 tiles to make a DC15 DEX check. On a failed save, the target has their movement reduced by 1 on their next turn, and is poisoned for 3 turns. Once per long rest.

    Adept: Skeleton Warriors
    Guard Bonus: +4 Temporary Hit Points, Resistance to Slashing
    Undead Shieldwall: As a Bonus Action; you gain +2 AC / +2 DT for 2 turns; any target within 8 tiles who makes a melee or ranged attack against you must make a DC15 DEX save or take 1d6 slashing and 1d6 piercing damage. Twice per long rest.

    Expert:
    Ghoul Swarm
    Guard Bonus: +8 Temporary Hit Points
    Ghoul Scratch: As a Bonus Action; select a target within 3 tiles. They make a DC15 CON save or become paralyzed for one round. Usable once per long rest.

    Shadow Tide
    Guard Bonus: +4 Temporary Hit Points, Resistance to Bludgeoning Damage
    Shadow Feast: Designate a target within 6 tiles; Make an attack against that target’s AC using Spellcasting mod+4. If successful, the target takes 1d8 necrotic damage and -1 STR for 3 rounds. Twice per long rest.
     
      Adept
    Taboo Studies
    Gain +2 to medicine, +2 to Intimidation (Charisma), and +2 to Resilience.
    Between Life & Death
    If you have been reduced to 0 hit points you are eligible to use this ability at the start of your turn. Deal 2d6+Mastery necrotic damage to all targets within 2 tiles of you and heal for 15 hp. You may only use this once per long rest.
      Expert
    Spectral Siphon
    Your domination of the natural cycle allows you to reach beyond the physical into the soul of a target. As an action your magic is able to tear at a soul within 6 tile range. This attack deals 1d8 True damage to the caster, and 1d8 psychic and 2d8 necrotic damage to the target.   If the target fails a Charisma saving throw they are Frightened for 2 rounds as a portion of their soul has been torn away. This ability may only be used once per Long Rest.
      Master
    Undead Tides
    You gain immunity to Necrotic Damage and the DCs of your Undead Guardians are increased to DC 17.


    Combative Perks

      Novice
    Weapon Proficiency
    This class is no longer able to equip martial weapons with the Defensive property.
    Spellcasting Ability
    As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
    • Cantrips
    • Spells
    Spell save DC = 10 + your Intelligence modifier.
    Ritual Specialization
    Your practice of magic is structured and deliberate, with a fundamental grasp of the arcane which only careful practice can hone. Gain +1 to the DC of ritual spells, and advantage on skill rolls which take place as part of a ritual.
    Hit Dice
    You gain +4 HP when you first become a Wizard. On each new mastery level, you gain an additional +4 to your Hit Points.
      Adept
    Spell Points I
    Gain +4 spell points
    Bonus Language I
    You gain one additional language. This may also include exotic languages.
    Academic Rigor
    You gain +2 to your Knowledge: Arcana, +1 Knowledge: History, and +2 to Willpower.
    Extra Magic Feat
    You may select 1 additional Feat from the Magic Feats list.
      Expert
    Spell Points II
    Gain +6 spell points.
    Bonus Language II
    You gain one additional language. This may also include exotic languages.
    Spell Mastery
    Gain +1 to all your Saving Throws on resisting spells.
    Upcasting
    As a free action and for 1 SP, you are able to Upcast Damaging Cantrips, Novice, and Adept level spells for 40% spell potency.
      Master
    Spell Points III
    +10 Spell Points.
    Bonus Language III
    You gain one additional language. This may also include exotic languages.
    Signature Spell
    You have achieved such mastery over your specialization that certain spells which are iconic to your speciality may be cast as a Bonus Action without using any spell points. These spells depend on your magical specialization and may be used once per Short Rest. When casting a spell this way they do not have any Verbal or Somatic components and are treated as spell-like abilities.
    • Abjuration: Dispel Magic
    • Conjuration: Blink
    • Evocation: Thunderwave
    • Necromancy: Ray of Sickness
    • Enchantment: Tasha's Hideous Laughter

    Non-Combative Perks


    Armor Proficiency
    You are not proficient with any armor.
    Arcane Recovery
    You have learned to regain some of your magical energy by studying your spellbook and refreshing your memorization of magical components. Recover 12 spell points once every 20 hours. When used in combat, this takes a Bonus Action.

    Spell List


    Novice
    Adept
    Expert
    Master
    Cantrips
    Fluff
    Rituals