Origin
Attribute Cap Increase - +2 Intelligence; This boosts the maximum of an ability score, but not the score itself.
Can cast Detect Magic at will
Bonus Cantrip (Mage Hand)
2 skill proficiency
Wizard
Wizard 1 - Arcane Recovery - You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Wizard 2 - Arcane Tradition - Void
Void 2 - Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell that deals force damage into your spell book is halved.
Void 2 - Forceful Magic - Starting at 2nd level when you choose this school, you gain Eldritch Blast as a cantrip, and it counts as a wizard cantrip for you. Whenever you cast a spell that deals force damage, that spell deals an additional point of damage for each target equal to the level of the spell.
Void 6 - Grasp of the Void - At 6th level, you can use a bonus action to choose an enemy you can see within 30 feet and pull on its existence from the void. This causes them to have disadvantage on all attack rolls, saving throws and ability checks for 1d4 rounds. While the enemy is affected by this feature, you also have disadvantage on such rolls. If the enemy is defeated while under this effect, you gain advantage to these rolls equal to the number of rounds you suffered the disadvantage in this way (minimum of 1 round).
Once you use this feature, you cannot do so again until you finish a short or long rest.
Void 10 - Darkwalker - At 10th level, you gain resistance to cold and necrotic damage.
In addition, the first time you would be reduced to 0 hit points, you are reduced to 1 hit point instead. You can't use this feature again until you finish a long rest.
Feats
Keen Mind - +1 Int You always know which way is north. You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month.
Sage
Sage 4: Inner Strength. You are now proficient in constitution saving throws.
Sage 4: 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.
Sage 8: Enhanced Aether. As a bonus action 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.
Sage 12: 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.
Sage P1: 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. (3x 4d4+4 Astral)
Faction
Cleric Spells - All wizards in the mages guild get 2 cleric spells added to spellbook and these spells are always prepared (From Daegan Sloan)(Spiritual Weapon and Mass healing word)
Class/Racial Features & Traits
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