Base Class: Wizard
Even though Limbo’s forces were held back in the material plane, that did not spell its defeat. Intrigued by the power that overwhelmed our old world, ancient scholars researched it, and slowly, began to harness this raw, magical energy. You have learned some of these secrets through your studies, perhaps in a restricted book, by the tutelage of an insane magician, or something of that nature.
**These descriptions were created for my campaign. Things may be very different for your campaign. I encourage you to get creative!
Risk or Reward
Starting at 6th level, when you cast a spell, you may reroll a number of damage dice of the spell equal to your Intelligence modifier. If any of the rerolled numbers become a 1, you instead direct the spell at yourself as well, taking the effects alongside the target.
Spell Shifting
Starting at 10th level, you may make your spells take on different forms when you cast them, hampering your enemies. When you cast a spell, you may expend an additional spell slot and roll a d6. The saving throw of your spell is changed to one of the corresponding abilities.
|
d6 |
Score |
|
1 |
Strength |
|
2 |
Dexterity |
|
3 |
Constitution |
|
4 |
Intelligence |
|
5 |
Wisdom |
|
6 |
Charisma |
Supreme Mayhem
Starting at 14th level, your spells inspire chaos in the creatures affected by them. When a creature fails a saving throw against a spell cast by you, you may force them to use their reaction to make a melee attack against another creature within 5 feet of them.
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