Base Class: Wizard
Arcane magic (also called Order magic, arcane energy, or arcana is a cold and intellectual magic that warps time, space, and controls the flow of mana, which is just a measure of a fundamental power—if mana were water, then arcane would be steam pressure. Though extremely volatile, arcane is so similar to an element it might as well be one, for all magical intents and purposes. As the manifestation of Order in the Great Dark Beyond, arcane is the language of order and the opposite end of the spectrum from chaos magics, which represents Disorder.
Arcane Savant (Level 3)
Arcane mages are heralded for their flexibility. Each time you gain a wizard level, you gain an additional charge to further complexify your arcane knowledge, known as a talent point. if you gain a non-wizard level, you lose a talent point instead. These points may be spent on certain abilities detailed below, sometimes even being selectable multiple times. Talent points cannot be changed once spent, even in the case of a retrain due to their unique nature. talent points may only be spent when reaching a level where an ability is offered to do such.
Mana Shield (Level 3)
You can weave magic around yourself for protection. If you take this talent, it's cost is 1 talent point. When you cast the mage armor spell, you may turn it into a mana shield spell instead. Instead of it's usual effect, it reads "This shield forms around your body as a shimmering purple oval, granting you temporary hit points equal to your wizard level. if those temporary hit points would take damage, you must expend a spell slot of your choice, reducing the damage taken by that spell slot's level x5. If you expend a 5th level or higher slot, it is it's level x10 instead."
Once you create the ward, you can’t create it again until you finish a Long Rest.
Improved Arcane Spells (Level 6)
Pick from any number of arcane spells below, spending the listed amount of talent points to augment them.
Blink (1): You may appear in any unoccupied space up to 30ft away when blink returns you. While blink is active, you can use a bonus action to teleport 30ft to an unoccupied space you can see.
Magic Missile (2): If you roll a 1 on a damage roll with this spell, you may reroll the die. If you choose to concentrate on this spell as it is being cast, you may have the spell become arcane missiles. You can cast it again as an action at the same level you cast it originally on your next turn without expending a spell slot. You may concentrate this way for 3 turns maximum.
Polymorph (2): You can cast polymorph with no saving throw. If you do, you creature always turns into a sheep, and it's duration is reduced to until the end of your next turn. If cast on the same creature again within a minute, the duration is instead until the end of your turn.
Banishment (3): If you cast this spell on yourself you may have it become time warp. It may use a bonus action, and it has no saving throw. Instead, a large clock appears above your head and you are not banished. At the end of your next turn, if this spell is still active, you appear in the space where you were previously, with the exact same amount of hit points that you had at that time as if you had partially time traveled. Once you use banishment this way, you must long rest before using it this way again.
Arcane Explosion (Level 10)
Arcane Explosion (3 talent points)
When you cast a spell that can damage multiple targets at once, you may transform it into the Arcane Explosion spell instead. It has a radius of 20ft around you instead of it's usual range, it's damage type is force, and it only damages hostile creatures.
Frost Nova (3 talent points)
When you cast a spell that can damage multiple targets at once, you may transform it into the Frost Nova spell instead. It has a radius of 10ft around you instead of it's usual range, it's damage type is cold, and creatures who fail a saving throw against it have their speed reduced to zero until the end of their next turn.
Arcane Mastery (level 14)
Arcane Tank (6 Points)
You grow strong against all forms of magic. You have Advantage on saving throws against spells. Whenever you pass a saving throw of a spell, you completely resist the spell's effects. Your mana shield grants resistance to magical damage sources while it's temporary hit points are active. If that ability does not drop those hit points to zero, you resist any additional effects that magic had outside damage.
Conjure Portal (2 Points)
You learn to augment your teleport spell into conjure portal when you cast it. Instead of directly teleporting you, a portal opens for 1d4 rounds. Any creature who enters is affected by the teleport as if they were the original target. If you cast this way without being in combat, it does not cost you a spell slot, up to 3 times a day. if you conjure a portal to a major city or similar (ask DM), you may roll the mishap chance (d100) with advantage.
Improved Counterspell (3 points)
When you cast counterspell successfully, the creature cannot cast spells of that spell school until the end of your next turn.
Improved Greater Invisibility ( 1 point)
Pick a damage type between force, fire and cold. When you cast the spell greater invisibility, you gain resistance to that type for the duration of the spell. you may pick this talent multiple times. if you do, pick another damage type.
Evocation (4 points)
You may use an action to concentrate for up to a minute while in combat (cannot be used outside of combat or while not on a quest). At the start of each turn in which you concentrate, you regain your lowest level spell slot. If you lose concentration unwillingly, such as by taking damage, all spell slots regained are lost.
Mass Dispel (3 points)
When you cast dispel magic, you may spend an additional spell slot of the same level to turn it into mass dispel. It targets all possible targets in a 30ft area.







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