Wizard
Base Class: Wizard

Mastering and commanding the inherent power of words, heroes of the Logomancy tradition manipulate their own magic and the magic of others with the languages threaded throughout the world. For gifted logomancers, to bend the spoken word is to bend reality itself.

Backwards Speaking

Beginning when you select this school at 2nd level, when you cast a spell that deals elemental damage, you can speak the spell’s name backwards and reverse the damage type, substituting its opposite. The attack deals an additional 1d4 damage of the new type. The Backwards Speaking table shows each damage type’s opposite.

 

DAMAGE TYPES

DAMAGE TYPES

Acid

Poison

Fire

Cold

Radiant

Necrotic

Psychic

Force

Thunder

Lightning

 

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest. The additional damage increases to 1d6 at 6th level, 1d8 at 10th level, 1d10 at 12th level, and 1d12 at 14th level.

Now You See Me . . .

Beginning at 2nd level, you can use your movement to teleport to a space you can see that is a number of feet away equal to your speed. An illusory duplicate appears in the space you occupied before teleporting and remains until the end of your next turn or until it is destroyed. While the illusory duplicate stands, when a creature targets you with an attack, it must make an Intelligence saving throw against your spell save DC to discern the nature of the illusion. On a failure, it believes the illusory duplicate is you. On a success, the creature knows the duplicate is an illusion. If an attack hits the duplicate, or it is in the area of a spell or ability that deals damage to multiple targets, the duplicate is destroyed. A creature is unaffected by this feature if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

You can use this ability twice, and you regain any expended uses when you finish a short or long rest. 

. . . Now You Don't

Starting at 6th level, your stage presence and command of words allows you to pass off your spells as mere parlor tricks to the unsuspecting. When you backwards speak a spell, you can cast it without any somatic components.

In addition, a creature attempting to identify your spell with an Intelligence (Arcana) check or by casting Counterspell must succeed on a Wisdom (Insight) check contested by your Charisma (Deception) check. On a failure, the creature believes the spell to be Prestidigitation and the DM must roll a 1d2. On a 1, the Counterspell fails.

Mirror Trick

Starting at 10th level, you are able to wield the enemy’s words against them. When a creature casts a spell with a verbal component that targets only you, you can use your reaction to backwards speak the spell, deflecting it toward the caster. Make a Charisma saving throw against the caster’s spell save DC. On a success, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

Once you use this feature, you can’t use it again until after a long rest.

Showstopper

Starting at 14th level, you have learned to backwards-speak words into reality, manipulating the world and twisting it around your enemies. You can use an action to choose a point within 60 feet of you. Each creature you choose in a 30-foot-radius sphere centered on that point must make a Wisdom saving throw against your spell save DC. On a failure, a creature can’t take reactions and must roll a d12 at the start of each of their turns to determine their behavior for that turn.

At the end of their turn, the creature can repeat the Wisdom saving throw. On a success, this effect ends on that creature.

D12

BEHAVIOR

1-2

TUC NI FLAH. The creature envisions that it is being sawed in half, taking 3d12 psychic damage as a result, and doesn’t take an action this turn.

3-4

RETAW KNAT. The creature envisions that it is wrapped in chains while submerged in a tank of water. The creature is restrained

5-6

TIBBAR NI A TAH. The creature envisions an infernal rabbit lunging at them from out of a hat. The creature is frightened.

7-8

GNIRAEPPASID XOB. The creature disappears into one box and reappears in a new spot of your choosing within 60 feet of its original spot.

9-10

EFINK SSOT. The creature envisions a massive knife hurtling toward it, pinning it to where it stands. The creature takes 1d12 psychic damage and is considered restrained.

11-12

YLEVOL TNATSISSA. The creature believes that it is your lovely assistant and is charmed.

 

Once you use this action, you can’t do so again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
10/21/2022 3:19:33 AM
2
1
5e
Coming Soon

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