Sage

Requirement: Wizard  

4th Level

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.

8th Level

Aether Manipulation. As a bonus action, you can manipulate the Aether on the battlefield, causing specific effects depending on your Arcane Tradition feature. The number of uses will be determined below with all uses refreshing on a short or long rest.   Abjuration
Warding Aether. You gain a +2 bonus to AC until the end of your next turn, and any allies within 15 feet of you gain a +1 bonus to their AC for the same duration. Creatures affected by this AC also gain DR equal to their proficiency modifier against Non-physical damage. This ability has 4 uses.
 
Conjuration
Elemental Aether. When you use this ability you choose an element from acid, cold, fire, lightning, poison, or thunder and begin to conjure the chosen element. You can make a ranged spell attack against a creature within 60 feet, and on a successful hit, the target takes 2d8+Intelligence modifier damage of the chosen type. You can repeat this attack as a bonus action on your next turn, but lose the ability to do so at the end of that turn. This ability has 3 uses.
 
Divination
Divining Aether. You can choose to add up to a +3 or -3 to one result of your portent die (a die cannot be increased past 17 or reduced below 3 as a result of using this ability). Also, when you use this ability you can grant all allies within 30 feet of you advantage on their next attack roll or ability check. This ability has 3 uses.
 
Enchantment
Dazzling Aether. You create a 15 foot cube of dazzling lights within 60 feet, and any creatures inside the area must make a Wisdom saving throw against your spell save DC. If they fail, they are incapacitated until the end of your next turn or until they take damage. This ability has 4 uses.
 
Evocation
Sundering Aether. You target a creature within 60 feet of you. It receives a -1 penalty to its AC until the start of your next turn. Additionally, the creature suffers disadvantage on the next Dexterity saving throw it would make while affected by this ability. This ability has 4 uses.
 
Illusion
Disorienting Aether. You target a creature within 60 feet of you. It must succeed on a Wisdom saving throw against your spell save DC or suffer disadvantage on all Wisdom, Intelligence and Charisma saving throws until the end of your next turn. This ability has 5 uses.
 
Necromancy/Cruoromancer
Invigorating Aether. Until the start of your next turn, you gain temporary HP equal to your wizard level whenever you successfully inflict bleed or necrotic damage on an enemy creature. This temporary HP stacks with other sources of temporary HP, but not itself, and any remaining temporary HP from this ability goes away at the end of your next turn. This ability has 3 uses.
 
Transmutation
Alchemist’s Aether. 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.
 
War/Cypher/Void/Bladesininging
Enhanced Aether. Melee weapon attacks and damaging spells that you hard cast, deal an additional 1d6 force damage to affected creatures. This additional damage only applies once per source. Additionally, you gain a +2 to attack rolls for weapons attacks, arcane bolt or hardcast spells. These benefits fade at the end of your next turn. This ability has 3 uses.
 

12th Level

Tradition Mastery. Your arcane tradition grants additional benefits:   Abjuration
Enhanced Arcane Ward. While your Arcane Ward is active and at 0 HP, whenever you would restore hit points to the ward, you add additional HP equal to your Intelligence modifier. Additionally, You can cast the Shield spell without expending a spell slot a number of times per day equal to your Proficiency bonus. Expended uses refresh at the end of a long rest.
 
Conjuration
Dimensional Shuffle. As an action, you can choose a number of creatures within 30 feet, up to your intelligence modifier, and teleport them. An unwilling creature must succeed on a Wisdom saving throw vs. you spell save DC to resist this effect. All creatures teleported in the way must end the turn in a space initially occupied by another of the teleported creatures, in whatever arrangement you choose. Large or larger creatures cannot end the turn in a space that was occupied by a smaller creature. You can use this ability twice, and regain expended uses on a short or long rest.
 
Divination
Sealed Fate.Whenever you use a portent die to affect a roll, no additional effects or abilities from other creatures can be used to affect the same roll. This can be overcome by certain powerful bosses. Additionally, when you roll your portent die at the end of a long rest, you can choose one of them, the chosen die gains an additional use.
 
Enchantment
Unnatural Allure. Creatures that have innate advantage vs. charm effects no longer gain this benefit against spells you hard cast. If a hardcast spell’s effects would be completely ignored due to the target having immunity to the charmed condition, you can instead have them make an intelligence saving throw vs. your spell save DC. On a failure they take 2d8+1d8 per spell level Psychic Damage.
 
Evocation
Forceful Evocations. When a creature would take half damage as a result of succeeding a saving throw on a spell or cantrip you hardcast, you can force a reroll of that saving throw. A second success will result in them taking 0 damage from the spell whereas a failure will have them take full damage as normal (after calculation of DR, resistances, etc). You can use this ability a number of times equal to your intelligence modifier and regain expended uses on a long rest.
 
Illusion
Twice Shy. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose concentration (as if concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells and your arcane bolt as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature. Once used, you can’t use this feature again until you finish a short or long rest.
 
Necromancy
Life for the Master. While an undead creature you control is within 5 feet of you, you can use a reaction to force an attack that would target you to target the undead creature instead. Additionally, whenever an undead creature you control is defeated, you and any number of other undead creatures that you control can immediately regain a number hit points equal to your wizard level provided you and the other undead are within 60 feet of the defeated creature. You can use this feature 3 times and you regain expended uses whenever you finish a short or long rest.
 
Transmutation
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.
 
War
Hardened War Magic. While concentrating on a spell, you gain physical Damage Reduction equal to half your intelligence modifier (rounded up) and you have advantage on any effect that would incapacitate you.
 
Cruoromancy
Improved Masters Call. Your Arcane Bolts apply for The Master Calls. Bleeding caused by The Master Calls is now incredibly difficult to remove as long as you are within 90 feet of the bleeding creature(s). In addition to the normal methods required to remove bleeding, any creature attempting to remove the bleed must also make a medicine check (they can use arcana instead if magical healing is the method used). If the result of the check is higher than your spell save DC they are able to clear the bleed normally, however for every point below the creature suffers an additional stack of bleed.
 
Cypher
Everywhere and Nowhere. Whenever a hostile creature triggers a rune, glyph or ward you set, you can make an arcana check (DC = CR of triggering creature) with a success telling you the creatures type and subtype, as well as whether it’s travelling alone or with a group. Additionally, you can use the Cypherwalking class feature as a reaction to avoid being hit with a melee attack.
Void
Grasping Void Once per turn when you would deal force damage to a creature, it’s movement speed is reduced by 5 feet until the end of your next turn. This effect stacks up to three times, and the duration is refreshed every time a new stack would be applied. As a bonus action, you can consume three stacks to force the creature to make a Strength saving throw against your spell save DC or be restrained for 1 minute as a large shadowy hand grips the creature. A creature can repeat the saving throw at the end of each of its turns and has advantage if it is a Large creature or bigger.
 
Bladesinger
Strength of Song. While your bladesong is active you add half your intelligence modifier (rounded down) to all saving throws that don’t already include your intelligence modifier. Additionally, when you use your Song of Defence ability, you keep DR equal to 2x the spell slot expended until the start of your next turn.
 

Prestige 1

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. You can find the associated spell level in the table below.  
Arcane Bolt Table
Wizard LevelDamageSpell Level
Level 42d4+2Level 3
Level 8 4d4+4Level 4
Level 126d4+6Level 5

Prestige 2

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

Arcane Bolt (5). The number of uses for your arcane bolt ability increases from 3 to 5.

Prestige 4

Skill Improvements (2). 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.

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