Wizard
Base Class: Wizard

While some wizards have a natural talent for magic, studying and honing their skills for years, others have a proclivity for messing it all up. Wizards of this caliber are often expelled from their academies and forced on the streets, becoming no more than cheap magicians. While many resign themselves to this fate, others choose to fight it and continue their studies down the road. And though the humble dropout may seem underwhelming at best and incompetent at worst, a bit of well-placed luck when it matters most can make them an asset worth having. 

Parlor Tricks

Starting at 2nd level, you learn the cantrip Prestidigitation. If you already know Prestidigitation you can instead choose another cantrip from the wizard spell list. You add your Intelligence modifier to Performance and Sleight of Hand checks involving cantrips.

Magical Mishaps

At 2nd level, your magical talent shifts between bouts of brilliant genius and infuriating incompetence. Whenever you cast a wizard spell of 1st level or higher with a casting time of one action or less, roll a d20. On a 1 you fumble the spell, making it backfire and causing an additional negative effect based on the school of magic listed in the Magical Mishaps table. On a 20 the spell is instead cast with extra fervor and a dash of luck generating an additional flourish. If the mishap has a lingering effect and is generated from a spell with concentration, it will last until the concentration is broken. Effects that require saving throws will use your spell save dc. Creatures make subsequent saving throws at the start of each of their turns. 

Magical Mishaps

School Fumble (1) Flourish (20)
Abjuration Tiny shields project outward from your hands, forcing you to drop whatever it is you're holding until the start of your next turn. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the start of your next turn.
Conjuration 1d4+2 Pixies appear as a group in an unoccupied space next to you. The pixies are not histile but will attempt to hinder you through pranks such as stealing components or tying your bootlaces together. The pixies last until the end of the next round and take their turn directly after yours. You summon a swarm of insects to an empty space within 20 ft of you which attacks the nearest hostile creature. The swarm lasts until the end of the next round and takes its turn directly after yours. 
Divination You see a vision of yourself dying horribly, unsettling you and giving you disadvantage on your next roll. You gain an advantageous glimpse of the future giving you advantage on your next roll.
Enchantment All creatures within sight of you must make a Wisdom saving throw. On a fail hostile creatures can only target you until the start of your next turn. Friendly or neutral creatures gain a slight distaste towards you, giving you disadvantage on Charisma checks towards them. All creatures within sight of you must succeed on a Wisdom saving throw or fall deeply in love with you until the start of your next turn. While in love, you have advantage on Charisma checks against them and they can't harm you.
Evocation You take 1d10 damage of whatever type the spell is. For nondamaging spells you take a relevant damage type (such as necrotic from casting Darkness.) You deal an additional 1d10 of damage of whatever type the spell is against a creature of your choice. For non-damaging spells you deal a relevant damage type.
Illusion A visual and audible representation of one of your most embarrassing memories or thoughts appears in an empty space within 30 ft of you until the end of your next turn. The illusion emits sound out to a range of 20 ft. You and all your equipment turn invisible until the end of your next turn.
Necromancy The hands of the nearest corpse detach and attack you until the end of your next turn. Once this effect activates, you must succeed on a dc 15 Wisdom saving throw or become frightened of the hands. The hands take their turns directly after yours and use the stats of crawling claws. Rotting roots and arms emerge from the ground, wrapping around the feet of each hostile creature within 20 ft of you, forcing them to make a Strength saving throw or be grappled until the end of your next turn.
Transmutation You get polymorphed into a frog until the start of your next turn. The nearest hostile creature must succeed on a Charisma saving throw or be polymorphed into a frog until the start of your next turn.

Aura of Malfunction

At 6th level your poor magical luck spreads to other creatures and objects around you. Whenever a creature casts a spell within sight of you, you can use your reaction to force them to make an Intelligence saving throw. On a fail, a fumble from the magical mishaps table activates for them. Alternatively, you can target a potion or magic item as a bonus action, making them unstable. For potions roll a d4 each round. On a 1, or if the potion is destroyed, the potion explodes dealing 2d8 acid damage + 1d8 fire damage to each creature within a 10 ft radius centered on the potion. For magic items, any time the item is triggered, it deals 2d8 lightning damage to the user. A creature can use its action to stabilize a targetted object. You can do this a number of times per day equal to your Proficiency bonus.

Study and Calm

Beginning at 10th level, after each long rest you can choose a school of magic to put extra effort and focus into. Whenever you cast a spell from this school you treat a 19 as a flourish as well as a 20, and can intentionally trigger a mishap of your choice from this school once per day. Additionally, your years of cramming information allows you to have an additional number of spells prepared from this school equal to your wizard level divided by 5, rounded down.

Master of Misfortune

At 14th level, if you're knocked unconscious or killed you can use your reaction to cast a spell of 5th level of lower. If the spell requires concentration it's effects linger for the full duration but summoned creatures and effects with actions or movement act on their own will, being hostile to any creature other than yourself that enters within 20 ft of you. Spells with an area of effect are cast centered on yourself. After using this ability you must wait 1d4 days before doing so again.

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