Wizard
Base Class: Wizard

Since you started learning magic at a young age, the magic flowing throughout you has had an odd effect with your biology. You seem to be incapable of physically aging past the point of a toddler. This has lead to many advantages and disadvantages, you seem to be far more dexterous and people tend to underestimate you, but in turn you tend to be far weaker and suffer in small talk as people are often off put by your tiny demeanor.

Setup: During character creation you may not have a strength score exceeding 13, regardless of any feats taken. If all of your initial stat rolls are above 13 take the lowest one and automatically make it 13 and place it in Strength.

Small Stature

Your tiny demeanor may make you squishier, but over time you have adapted. Beginning at 2nd Level whenever you roll your hit dice to increase your max HP, only take 2/3 of the results not including the Constitution modifier (round up).

During a Short Rest you automatically heal up to half of your maximum HP without expending hit dice, your Arcane Recovery may now recover up to your Wizard Level of spells slots no higher than 5th Level.

Additionally you may now take the Hide action as bonus action.

Sticky Hands

At 6th Level your hands become inexplicably and constantly sticky even if you put gloves on. You gain the ability to cast Spider Climb without expending a spell slot once per long rest. Objects you are holding will naturally stick to you, you may have advantage on any contested strength or dexterity saves/checks to prevent disarming or theft from the hands.

You also gain advantage on Sleight of Hand checks.

Chaos Unleashed

Your adept ability to get yourself in and out of tough situations is amplified. Starting at 10th level you may roll on the Wild Magic Surge Table with advantage (The DM will tell you which option will help your scenario the most, without explicitly stating what the rolls are) upon taking damage, once per long rest. If you reach 0 HP and have not rolled on the Wild Magic Surge Table, you must do so then.

Toddler Talk

Starting at 14th Level you are able to babble in a language not many are able to understand. This may be used to covertly cast spells with a vocal component or as an action may start continuous speech in toddler talk. All humanoids within audible range and have line of sight, must make a wisdom save (DC 13 + Wisdom Modifier) as they try to discern what you are trying to say. Upon a failed save a target spends the next 12 seconds tunnel visioned on you. This trick does not work inside combat and it does not work on other toddlers, the parent/guardian of toddler speaking, or any target with a wisdom score below 9.

Additionally other toddlers and your parent/guardian can comprehend what you are saying as well as anyone with the comprehend languages spell.

Previous Versions

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7/4/2024 8:34:27 AM
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