Wizard
Base Class: Wizard

Practice and Study makes a powerful wizard of course you do these things but you also focus on other objectives such as enchanting items with powerful protective energies alongside carving your own Staff of Power which is inscribed with all the personal spells you know, the staff channels the destructive power of your magic. 

Think of a time when you need to kill a demon far too powerful for your current level of study... You know people will die if you do not do all in your power to save them... so you channel the power of creation... the power of your own soul and channel them into your magic to unleash even more destruction... but remember... this will take it's toll upon not just your physical body, but also upon your soul, Dip too much into this power and you may just become the monster you sought to destroy.

Runic Tinkerer

Beginning at 2nd level, the gold and time you must spend to carve a runic symbol into your staff is halved.

Willpower Infusion

Beginning at 2nd level, You channel a small portion of your Willpower into an item of your choosing such as a Ring, These items can only be used by the Wizard and they Do not require attunement. 

Channeling your Willpower takes time, Depending on the item in creation it could take hours if not days to produce the end result, It is no small task channeling Your willpower either, on the successful creation of an item the Wizard suffers:

  • 4 Points of Exhaustion from levels 2 - 6
  • 2 Points of Exhaustion from levels  6 - 10
  • 1 Point of Exhaustion from levels 10 - 14

These Items hold charges of spells that recharge after a long rest You must be of the appropriate level required to cast the spell in order to infuse items, E.g level 5 for Fireball. Charges held equal to INT modifier, The spells held in these items do not count towards your use of spells in that day.

The side effect with these items is that if they are taxed too much they will be destroyed, For example if the wizard was to infuse a Bracelet with the Shield spell +5 to AC, their item becomes a Shield Bracelet it can hold charges of the spell up to a maximum of 5, The wizard can choose to block hits on either themselves of companions within a range of 30ft, If they choose to Shield a companion with 3 charges to save them from death, then 2 charges to save themselves their bracelet will be destroyed.

Items of higher value such as rarer metals for rings & Bracelets etc will be able to hold more charges, INT + PROF.

Bonus 

The Wizards gains the ability to use Tinkerer's tools, They add their INT modifier when using them instead of DEX

Soul Tap

Tapping into the power of creation is no small feat, You're tapping directly into what keeps you alive, You can choose to empower your spells with added effects Such as Extra Damage, Creating Difficult Terrain, Changing weather, Obscuring Visibility amongst others.

Your soul points are measured per level 6 = 6 points, depending on how you use them will determine how many points are used:

  • Extra Damage: 1d8 per point used
  • Changing Weather: 3 points 
  • Creating Difficult Terrain: 1 point per 20ft square 
  • Obscuring Visibility: 1 point per 20ft square
  • Enhance Defensive spells: 1 point adds 3 AC - Reaction
  • Overdrive: 2 point adds temp HP equal to your level
  • Mind Flay: 5 points gains the ability to see, hear and change a persons thoughts on a subject, the person you have met must be within a range of 1000ft, Target must make a WIS saving throw DC 14, If successful the target takes 5d10 psychic damage and their mind is broken.

You gain soul points back after 1d4 + 2 days, This can be shortened with the aid of Clerical magics.

*WARNING* Should you use every point of your soul point total, You will die and the tattered remains of your soul will instantly turn into a Death Tyrant

Manifestation of Will

Controlling your will becomes seconds nature to your level of power, Gain a bonus +3 to your AC, Along with the ability to create 1 item for each member of your party this requires no attunement. You also do not take anymore points of exhaustion when creating these items.

Items of higher value such as rarer metals for rings & Bracelets etc will be able to hold more charges, INT + PROF.

You Also gain Expertise in Tinkerer's Tools using INT modifier instead of DEX 

Gatekeeper

Starting at level 14 you gain the ability to open and gate in space time through channeling 13 points of your soul you can open a gateway to the ley lines of magical power.

You can use this gate to travel to a place you know that is considered "Safe" or you can use it too unleash devistation, Unleashing this much power is no small feat, You tread a very thin line of potentially dying yourself or becoming something much worse, This all comes down to your intentions.

If you use the ley lines for a purpose of Good such as saving a loved one, defending the innocents their is a higher chance of you surviving or at least joining the heavens. Through good intentions channeling the power of the ley lines through a spell adds an addiontal 12d10 radiant damage to the roll.

If you use it for Evil you draw the eyes of the demon lords, beings from beyond the void, evil gods etc if you choose to do harm and twist the power of creation you will be cast asunder,  death will seem like a paradise, your soul will be rent and torn from your body, becoming something no more than an evil beings plaything. Roll 1d100 if you roll below 75 you unleash hellfire upon everything within range of 120ft dealing 10d10 fire damage. Rolling above 75 your body is slowly turned to ashe, all that is left is the ruined remains of your soul.

Comments

Posts Quoted:
Reply
Clear All Quotes