Wizard
Base Class: Wizard

The Arcane Locuser channels his spells through a conduit that empowers his fortifying magics. Arcane Locusers are the ultimate support mages, boosting the staying power of their allies beyond what is typically possible.

**Version 1.2 adds missing information and clarifies some intended rules**

Create Locus

Starting at 2nd level, you can create a locus through which you can channel certain beneficial spells. The locus is an arcane pillar that occupies one square and is 10 feet tall. It has an AC of 8 + your Intelligence modifier and a number of hit points equal to half of your maximum. It is resistant to physical damage and immune to area of effect magical damage.

As a bonus action, you call the locus to existence in a square within 30 feet. You choose a school for the locus upon summoning, which grants additional bonuses, as shown in the list below:

  • Abjuration: Targets of abjuration spells, cast through the abjuration locus, are granted a number of temporary hit points equal to twice your Intelligence modifier.
  • Divination: Targets of divination spells, cast through the divination locus, add a 1d4 to any saving throw before the end of their next round.
  • Transmutation: Targets of transmutation spells, cast through the transmutation locus, gain an additional 5 feet of movement speed on their next turn.

While within 30 feet of the locus, the wizard can choose to cast spells through it, using the locus as the spell's origin. Only arcane spells of the same school as the locus can be cast through it. If you cast a spell with a range of touch through the locus, the spell is stored in the locus for one round, and any willing creature can touch the locus before the magic dissipates to gain its effect, up to the number of creatures that the spell allows.

If an arcane locus is destroyed by being reduced to 0 hit points, its duration ends, or the wizard dismisses it or summons a new locus, its benefits on allies lasts until the end of their next turn.

Only one arcane locus can exist from the wizard at a time. Summoning a new locus destroys the existing one. The arcane locus can be summoned twice per day and lasts for one minute. All uses are regained upon completion of a long rest. 

Local Fortitude

Beginning at 2nd level, you can stand in your own locus. Doing so grants you an AC bonus equal to your Intelligence modifier. Additionally, while inside the locus, you can expend a spell slot as a reaction to gain the spell level expended as a bonus to a saving throw. While you are within the locus, you cannot cast spells through it.

Enhance Locus

Starting at 6th level you can overcharge your locus, granting additional benefits to allies within range of it, depending on the type of locus. Additional benefits of the locus are detailed below:

  • Abjuration: A number of creatures up to your Intelligence modifier, within range of the locus, gain twice your Intelligence modifier in temporary hit points every round, even if they are not targeted by an abjuration spell cast through the locus.
  • Divination: A number of creatures up to your Intelligence modifier, within range of the locus, gain advantage on all saving throws.
  • Transmutation: A number of creatures, up to your Intelligence modifier, within range of the locus, gain 10 feet of movement speed and ignore difficult terrain on their next round. 

Targets are chosen at the beginning of each of your rounds, and doing so does not require an action. Overcharging the locus sets the duration to a number of rounds equal to your Intelligence modifier, and the total duration of the locus cannot exceed one minute. 

Local Armor: Expanded

Starting at 10th level, you can increase the size category of your locus to large, allowing up to three other creatures to benefit from the Local Armor effects. As long as you remain in the locus with them, they gain the same AC and saving throw bonuses as you do from Local Armor.

Expanding the locus sets the duration of the locus to a number of rounds equal to your Intelligence modifier, but the total duration of the locus cannot exceed one minute.

Enhance Locus and Local Armor: Expanded cannot be used concurrently. You cannot cast spells through the locus while it is expanded.

Omnilocus

Starting at 14th level, you can cast any Abjuration, Divination, or Transmutation spell through your locus, regardless of its type. The benefits passed on to targets are still reliant upon the type of locus summoned. Additionally, the effective range of the locus increases to a radius of 60 feet. The number of times you can summon the locus increases to 4 per day.

Previous Versions

Name Date Modified Views Adds Version Actions
2/14/2019 3:48:28 PM
39
1
1.1
Coming Soon

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