Magical Hunter
Beginning at 2nd level, your time hunting down, capturing,
and interrogating creatures has made you adept at many
techniques. You gain proficiency in two of the following
skills: Insight, Intimidation, Perception, Persuasion,
Stealth, or Survival.
Additionally, whenever you make a check related to
tracking other creatures, you also learn their exact number,
their sizes, and how long ago they passed through the area.
Arcane Arrest
Starting at 2nd level, you have developed tricks to keep
others from getting away. As an action, choose one creature
that you can see within 15 feet of you. If the target can see
or hear you, it must succeed on a Strength saving throw
against your wizard spell save DC, or become wrapped and
bound by spectral chains and manacles. The chained
creature's speed drops to 0, and the creature is restrained.
On subsequent turns, you can use your action to
maintain this effect, extending its duration until the end of
your next turn. During this time, you can add your
Intelligence modifier to the result of any Charisma based
skill check you make when interacting with the chained
creature. However, the effect ends if you move more than
15 feet away from the creature or if the creature takes
damage.
Once the effect ends, or if the creature succeeds on its
initial saving throw against this effect, you can't use this
feature on that creature again until you finish a long rest.
Lock & Key
At 6th level, you know the ins and outs of locks, manacles,
and cells. You add the arcane lock and knock spells into
your spellbook, if they are not there already, and they are
always prepared for you. Whenever you cast these spells,
you ignore the material components. Additionally,
whenever you cast knock, the spell makes no sound.
Capture Mage
By 10th level, you have become an expert at capturing
others. Whenever you cast a spell that grapples, restrains,
or reduces the movement speed to 0 of another creature,
you have advantage on concentration checks to maintain
the spell.
Additionally, creatures under the effects of your Arcane
Arrest feature must make a Charisma saving throw against
your wizard spell save DC in order to perform any spell or
other ability that allows for extradimensional movement,
such as teleportation or travelling to another plane of
existence.
Master Warden
At 14th level, you have mastered the art of imprisonment.
You add the forcecage spell to your spellbook, if it is not
there already. You can cast forcecage without using
material components. When you do so, you can choose to
alter the spell in one of the following ways:
- You can extend the duration of the spell up to 4 hours.
- You can double the size and dimensions of the cage or box.
- You can have chains surround each creature within the cage or box, imposing disadvantage on the creature’s Charisma saving throw to escape the prison.
- You can infuse magical energy into the prison. Choose one of the following damage types: acid, cold, fire, lightning, or necrotic, or radiant. Whenever a creature fails their Charisma saving throw to escape the prison, the creature takes damage equal to your wizard level of the chosen damage type.
Once you cast forcecage in this way, you can't do so again
until you finish a long rest, though you can still cast it
normally using an available spell slot.
Comments