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Guild Wizardry

Arcanist’s Education

At 2nd level when you choose this arcane tradition, you gain proficiency in the Arcana and History skills. Choose one of those two skills. When making ability checks for the chosen skill, you add twice your proficiency bonus to the roll in place of your normal proficiency bonus.

Grimoire Library

Beginning when you select this arcane tradition at 2nd level, your guild membership allows you to access to its vast library. Whenever you gain a wizard level, in addition to the normal spells you learn, you can choose any wizard spell listed in the Player’s Handbook and copy it into your spellbook for half the usual price in gold.

Signature Technique

Starting at 2nd level, you know an especially impressive spellcasting technique that is either distinctive to your guild or your own method for distinguishing yourself within it. When you gain this feature, choose one wizard spell of 1st-level or higher you know that has a casting time of 1 action, Whenever you use your action to cast the chosen spell, as a bonus action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your wizard spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.   Whenever you gain a level, you can change the spell you use for this technique, choosing a new spell of 1st-level or higher to replace the old one.

Far Reaching

At 6th level, when you cast a spell that has a range of touch or a range of 5 feet or greater, you can extend the range of that spell beyond its normal limit. If the spell that has a range of touch, you make the range of the spell 30 feet. If it has a range of 5 feet or greater, you double the range of that spell. Once you use this feature, you cannot use it again until you finish a short or long rest.

Spellpool

At 10th level, when you prepare your spells each day, you can make use of a spellpool, a magical reservoir of spells - that can be drawn upon by members of your wizardly guild or magical academy. To so so you must purchase a special arcane focus, which can be of any type you wish, but for which the cost is 25 gp higher than normal. This arcane focus allows you (and only you) to access the spellpool from any distance.   When accessing the spellpool, you attempt to prepare a spell that is not in your spellbook. To do so, you must use an action to check to see if the spell is available by making rolling percentile dice. The chance of a particular spell being available is 65% minus 5% per level of the spell. If the spell is available, you may prepare it normally, even if it is not in your spellbook; if not, you cannot prepare that particular spell using this feature until the next time you finish a long rest, at which point you must check for this spell's availability again. There is no limit to the number of spells you can check for availability, but the maximum number of spells you can prepare with this feature at one time is equal to your proficiency bonus. For each spell you prepare with this feature, you must loan out a spell of the same level or higher from your spellbook to the spellpool. A spell you loan out is treated as if it were not in your spellbook at all until the next time you finish a long rest.

Arcane Analysis

Starting at 14th level, you’ve spent so much time interacting with other mages that you can quickly analyze situations and bring your past experience to bear on solving problems. Whenever you make an Intelligence check that does not include your proficiency bonus (such as the ability check for counterspell or dispel magic), you can add half your proficiency bonus, rounded down, to that roll.

Master Wizard

At 14th level, you are elevated to your guild’s trusted inner circle of wise, experienced masters. As a master, you can speak for your order; your order backs you to the greatest extent possible. You are expected to be careful about taking stands or making promises that are difficult for your guild to support, but your fellow members trust you to know when difficult tasks are necessary. Many arcane guilds are arranged as hierarchies, with adepts of greater seniority and status holding important offices in the organization. High-ranking masters often have the authority to assign missions to lesser members and review their activities. Holding an office gives you significant power to influence your order’s actions, but requires your time and commitment. Many masters choose to avoid these responsibilities and prefer to busy themselves with their own affairs. Whether you agree to take a position in your order’s leadership or remain a free agent is up to you.   Every tenday, if you wish to maintain your office, you must spend 1 day dealing with guild business. (When you spend downtime, you must spend 1 extra day of downtime for every 10 downtime days you spend.) If you do so, for the next ten days, you gain a bonus on all your Charisma checks with other spellcasters equal to half your Intelligence modifier (rounded down, minimum 1).

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