Wizard
Base Class: Wizard

The study of wizardry has always been looked upon with mystique and respect. Arcane practitioners can be found recorded all the way back to the beginning times. However, most wizards agree that there are some magics that are taboo. Some consider the corruption of natural magic to be an afront to the gods, while others see the manipulation of blood and earth to be draconian at best. 

Regardless of what others may think, those who study the art of witchcraft know the truth; That such limitations are man made, and only real sages of magic know the powers that can come with exploring past the natural world. Whatever the case may be, you have spent your life dedicated to the suffusion of both arcane and natural magic, becoming a herald of arcana itself. Whether you seek this power for good, or to use it for your own personal gains, you know that it is there for the taking, and only fools would snub their nose at its awesomeness. 

 

Arcane Conduit

Beginning at second level, you learn how to turn your body into a living spell book. Most witches find ways of marking themselves with arcane sigils such as tattoos, dyes, scars, or other means of magically altering their skin. While marked in this way, you can choose to use your own body as a spellcasting focus. Whenever you cast a wizard spell in this way, you take force damage equal to the spell's level. This damage cannot be reduced in any way. 

Additionally, you are able to bolster your spells at the cost of your own vitality. Whenever you cast a wizard spell that deals damage, you can roll a number of hit die equal to your proficiency bonus, taking force damage equal to the number rolled. This damage cannot be reduced in any way. Once you've sacrificed some of your vitality, you deal extra damage of the spell's type equal to the damage you have taken. 

Unnatural Selection

When choosing spells upon level up to add to your spell book, you may choose to pick from the druid spell list. These spells count as wizard spells for you. 

Additionally, whenever you roll dice to regain hit points, you can add your Intelligence modifier to the roll. 

Siphon Vigor

Starting at 6th level, you gain the ability to contort another creature's blood to your own advantage. As an action, you can choose a creature that you can see within 60 ft. of you. That creature must make a Constitution saving throw against your spell save DC. On a failed save, you can force of the following effects to happen:

  • The creature loses one of their damage resistances (your choice) and you gain said resistance for one minute. 
  • Lower the ability score (your choice) of the creature by 1 and your score in that ability goes up by 1 for one minute.
  • The creature must use its reaction, if it has one, to move up to half their speed in a direction of your choosing. 
  • The creature rolls a number of their own hit die equal to your Intelligence modifier, taking necrotic damage equal to the amount rolled. You regain hit points equal to half the damage taken. 

On a successful save, the creature is unaffected by this ability for 24 hours. Once this ability has been used, it cannot be used again until you complete a short or long rest. 

Crone's Curse

Starting at 10th level, you learn how to place a baleful curse on your enemies for a short duration. As a bonus action, choose a creature you can see within 30 feet. That creature becomes cursed for the next 10 minutes. At the start of the creature's turn, they must make a DC Charisma saving throw against your spell save DC. On a failed save, the creature rolls on the short-term madness table and gains a form of madness. If a creature is already under the effects of short term madness, they instead roll on the long-term madness table; or indefinite-madness if already suffering long-term madness. Alternatively, you can specify a curse that you would like to happen to the target, and at the DM's discretion it instead suffers from the named curse. At the end of a creature's turn, they can make an additional Charisma saving throw, ending the curse on a successful save. 

Only one creature can be cursed at a time, and you can use your curse a number of times a day equal to your Charisma modifier (minimum of 1).

Rend Aether

Starting at 14th-level, you are able to tear the very fabric of reality to your whim. Choose a point that you can see within 100 feet of you. Each creature in a 10-foot radius sphere must make a Strength saving throw against your spell save DC. On a failed save, the creatures take necrotic damage equal to twice your wizard level, and are shunted away into an extradimensional plane of nightmarish void. On a success, the creature instead takes half damage and is not shifted away. At the start of their next turn, they return in an unoccupied space within 10 feet of where they disappeared, having seen their deepest terrors, and are now feared for one minute. At the end of a feared creature's turn, they can make an additional Wisdom saving throw against your spell save DC, ending the fear effect on a success.  

You can use this feature a number of times a day equal to your Intelligence score. Upon a long rest, you regain all uses of this ability. 

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