Wizard
Base Class: Wizard

Words and gestures hold great power. With a single word a magic user can heal, harm, intimidate, or inspire. School of Languages wizards focus on these types of spell. They view spell casters who rely on material components or arcane focuses as relying on a crutch. In their eyes, a true wizard should be able to change the world with nothing more than their voice and the movement of their hands. To this end, School of Languages wizards typically travel far and wide, seeking out knowledge of magical words and gestures from other cultures and magic users. For example, a human finds himself surrounded by a pack of goblins. He utters forth an incantation in Undercommon that he learnt from a Drow warlock and dark tentacles sprout from the ground to beat back his foes. Another example might be a gnome watching as the fighter in her party falls unconscious and she cries out in Elvish, healing her companion with her words.

Command of Tongues

A School of Languages wizard is only as good as their command of languages. Your extensive studies have given you an in-depth knowledge of a wide range of languages. When you choose this Arcane Tradition at Level 2, you may select four additional languages.

Breadth of Knowledge

School of Language wizards may only learn and cast spells that have the Vocal, Somatic, or Vocal and Somatic components. School of Language wizards may not learn or cast spells that do not have a Vocal component or that require a Material component.

Component Requirement: 
V - Can learn and cast
S - Can learn and cast
V | S - Can learn and cast

M - Can not learn or cast
V | M - Can not learn or cast
V | S | M - Can not learn or cast

When a Wizard chooses School of Languages as their Arcane Tradition for the first time, they may replace any spell in their spell book which requires a Material component with a spell of the same level from the expanded spell list that has V, S, or V | S component.

The School of Languages Spell List

-Cantrips-

Acid Splash
Blade Ward
Chill Touch
Control Flames
Create Bonfire
Eldritch Blast
Encode Thoughts
Fire Bolt
Frost Bite
Gust
Lightning Lure
Mage Hand
Magic Stone
Mould Earth
Poison Spray
Prestidigitation
Produce Flame
Ray of Frost
Shocking Grasp
Sword Burst
Thunderclap
Toll the Dead
Vicious Mockery
Word of Radiance

-Level 1-

Absorb Elements
Arcane Weapon
Arms of Hadar
Burning Hands
Catapult
Cause Fear
Chaos Bolt
Charm Person
Command
Detect Magic
Disguise Self
Dissonant Whispers
Divine Favour
Earth Tremor
Expeditious Retreat
Faerie Fire
Fog Cloud
Guiding Bolt
Healing Word
Hellish Rebuke
Inflict Wounds
Magic Missile
Ray of Sickness
Shield
Speak with Animals
Thunder Wave

-Level 2-

Alter Self
Beast Sense
Blindness/Deafness
Blur
Calm Emotions
Crown of Madness
Earthbind
Enthrall
Find Traps
Flock of Familiars
Knock
Lesser Restoration
Magic Weapon
Mind Spike
Mirror Image
Misty Step
Prayer of Healing
Protection from Poison
Pyrotechnics
Ray of Enfeeblement
Scorching Ray
Silence
Skywrite
Warding Wind
Zone of Truth

-Level 3-

Bestow Curse
Blink
Call Lightning
Counterspell
Create Food and Water
Daylight
Dispel Magic
Elemental Weapon
Enemies Abound
Flame Arrows
Life Transference
Mass Healing Word
Meld into Stone
Phantom Steed
Protection from Energy
Remove Curse
Thunder Step
Tiny Servant
Vampiric Touch

-Level 4-

Blight
Charm Monster
Compulsion
Conjure Minor Elemental
Death Ward
Dimension Door
Dominate Beast
Elemental Bane
Fabricate
Giant Insect
Greater Invisibility
Guardian of Faith
Phantasmal Killer
Sickening Radiance
Storm Sphere

-Level 5-

Animate Objects
Antilife Shell
Circle of Power
Cloudkill
Commune with Nature
Contact Other Plane
Contagion
Control Winds
Danse Macabre
Destruction Wave
Dominate Person
Enervation
Far Step
Geas
Immolation
Mass Cure Wounds
Mislead
Modify Memory
Seeming
Synaptic Static
Telekinesis
Wrath of Nature

-Level 6-

Arcane Gate
Blade Barrier
Bones of the Earth
Conjure Fey
Eyebite
Harm
Heal
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Mental Prison
Otto's Irresistible Dance
Planar Ally
Primordial Ward
Scatter
Word of Recall

-Level 7-

Conjure Celestial
Crown of Stars
Divine Word
Etherealness
Finger of Death
Fire Storm
Mirage Arcane
Power Word Pain
Prismatic Spray
Teleport

-Level 8-

Animal Shapes
Demiplane
Dominate Monster
Glibness
Illusory Dragon
Incendiary Cloud
Maze
Mind Blank
Power Word Stun
Tsunami

-Level 9-

Mass Heal
Meteor Swarm
Power Word Heal
Power Word Kill
Prismatic Wall
Psychic Scream
Storm of Vengeance
Time Stop
Weird
Wish

Commanding Voice

Starting at 6th level, you have perfected the cadence of your vocal cantrips and are able to increase their power by flawlessly pronouncing the magical words required. You may add your Charisma modifier and your Intelligence modifier to the damage caused by any cantrip that you cast. When a creature succeeds a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) plus your Charisma modifier and Intelligence modifier but suffers no additional effect from the cantrip.

Flawless Enunciation

Beginning at 10th level, you are able to focus and perfectly pronounce the Vocal component of one of your spells. Once per short rest you can add your Intelligence and Charisma modifier to one damage roll of any spell you cast that has a Vocal component.

Force of Language

Starting at 14th level, the magic force you can put into your voice and the words you speak attack the very psyche of the targets of your spells. You may add your Charisma and Intelligence modifiers to the damage of any spell you cast that causes psychic damage.

Previous Versions

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