Wizard Class Profession in Eidamir | World Anvil
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Wizard Class

Spellbender


Hit Points

Hit Dice: d6 per Spellbender level
Hit Points at first Level: 6 + Constitution modifier
Hit Points at Higher Levels:

Proficiences

Armor: None
Weapons: Intelligence, Wisdom
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, lnsight, lnvestigation, Medicine, and Religion

Overview & Creation

Magic was always a mystery, an untold story, that changes from place to place.The spellbenders - are people that are accustomed to many styles, shapes and forms of arcane arts, and finally invented ways to shape and form new possible kinds of spell manifestations. Using the chaotic arcane flows of the ether, spellbenders can be horrible enemies in battles, and very flexible mages outside of the combat.


Class Features

COSMETIC ADJUSTMENTS   You have learned to change some of your magical energy by studying your spellbook. You can adjust colors, general appearance, and other harmless effects of your spells and cantrips. Your arcane focus is also able to change form, weight and appearance as well.   ARCANE TRADITION   When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of 2 ancient traditions: Harbinger or Spellshifter. 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. Ifyou 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.   MAGNUM OPUS   You construct your own spell.Discuss with DM of what level it will be and what powers will it have.


Starting Equipment

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 (h) an arcane focus
• (a) a scholar's pack or (b) an explorer's pack
• A spellbook


Spellcasting

Asa student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 PHB for the general rules of spelicasting and chapter 11 PHB for the wizard spell list.   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.   YOUR SPELLBOOK   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.   SPELLBOOK At ist level, you have a spellbook containing six 1st-level wizard spells of your choice.   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 he 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 (found in chapter 5 PHB) 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 (see the "Your Spellbook" sidebar).


Subclass Options

HARBINGER
Harbingers are one of the lost spellcaster traditions, that does not rely on to the schools or specific element, but favors utter chaos and destruction, by utilizing blood magic, occultism and other dark practices.   CHAOS SAVANT   Beginning when you select this tradition at 2nd level, the gold and time you must spend to copy any spell into your spellbook is 3/4 of usually required.   UNPREDICTABLE OUTCOME   Starting at 2nd level when you choose this tradition, once per long rest you can change the reality around you,by weaving chaos into the fabric of time.In order to do that roll two d 20 at the end of your long rest, and write down the results. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each roll can be used only once. When you finish a long rest, you lose any unused rolls   CANTRIPS OF HARBRINGER   Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.   OCCULTISM   Starting at level 10 any ritual that is casted by you could be held at bay untill required,and the rituals are casted at half of the required time.You can cast a ritual and have its effects held until release.You can only have one ritual spell held in your chaos pocket.In addition to that, you can select one spell not higher then level 5 and make it a ritual spell.   DARK VEAVE   Starting at 14th level, you can increase the power of your simpler spells. When you cast a spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.  
SPELLSHIFTER
  The spellshifters tradition was once lost and forgotten due to the complicity of study and immense talent required to harness the immense potential of the possible arcane knowledge, changing the ways of arcane, and bestowing the utmost variety of the spells on the adversaries.   AMATEUR AT EVERYTHING   You have no restrictions among the spells:You learn wizard spells as usual, but also you can learn spells from other classes, it takes double time and double gold to do so if the spell is not in a list of wizard spells.   SCULPT SPELLS   Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.   GAMBLE   When you reach level 6 ,You can release a barrage of spells, that you can not control, leaving the outcome to the fate. Choose Harmful or not harmful spells type. Release 3 spells (using your available spell slots) at random targets. Depending on the amount of enemies roll an equal to total number of creatures around including self to determine the targets. Spells can not be lower then level 1, same target can be effected multiple times.   SPELL TWIST   Beginning at 10th level, your ability to change the effects of the spells extends to a whole new level.   Condense spell:   If the spell has a radius or area of effect, you can cut its range empowering the area that will be affected.For each quarter of the area reduced you gain additional damage die to the spell.   Convert spell:   If there is damage dealt by a spell,or a spell attack lands on target, you can change the type of damage dealt to a random one: roll a d8 to determine Damage type: 1- Acid 2- Cold 3- Fire 4- Force 5- Lightning 6- Poison 7- Psychic 8- Thunder   Shape spell:   You can change the form of the spell using your expertise in spell bending: If there is a shape to a spell you can change it into another of equal dimensions For example 20 ft radius sphere could be changed into a 30 ft cone. 60x20 ft cylinder into a 40x40 cube ETC.   FLUID CASTING   Beginning at 14th level your spells become a fluid force that bends to your will. You can sacrifice the amount of lower level slots equal to higher level spell that you will be able to cast, sacrificing the expanded slots.For example 3 lvl 1 spells and a level 2 spell will give you the opportunity to cast level 5 spell. You can cast spells up to level 7 in this manner.   In addition to that, you can sacrifice one spell slot to add DC to your spell, to make it harder to resist.The added DC can not exceed 3.
 


LevelProficiency BonusFeaturesCantrips knownspellsknown
123456789
1st+2Costmetic adjustments,Spellcasting32--------
2nd+2Arcane tradition33--------
3rd+2----342-------
4th+2Ability score improvement443-------
5th+3----4432------
6th+3Arcane tradition4433------
7th+3----44331-----
8th+3Ability Score improvement44332-----
9th+4----443331----
10th+4Arcane tradition543332----
11th+4----5433321---
12th+4Ability Score Improvement5433321---
13th+5----54333211--
14th+5Arcane tradition54333211--
15th+5----543332111-
16th+5Ability Score Improvement543332111-
17th+6----5433321111
18th+6Spell mastery5433321111
19th+6Ability score improvement5433332111
20th+6Magnum opus5433332211

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