Wizard
Base Class: Wizard

Master the Fundamentals of Magic

Essentialists prioritize the use of simple, efficient spells over flashy displays of power. Their rigorous focus on the fundamentals of magic results in an improved effectiveness with these basic spells, and better regulation of their existing magical reserves.

Level 3: Arcane Burst

As a Magic action, you can make a melee spell attack at a creature or an object within 5 feet of you, or a ranged spell attack at a creature or an object within 120 feet of you. On a hit, the target takes Force damage equal to 1d4 plus your Intelligence modifier.

The number of Arcane Burst attacks you can make using this action increases when you reach certain Wizard levels, increasing to two at level 5, three at level 11, and four at level 17.

Level 3: Protective Magic

You always have the Mage Armor and Shield spells prepared. You can cast either spell without expending a spell slot, and you must finish a Long Rest before you can cast that spell in this way again.

Whenever you cast Shield, it requires no Verbal or Somatic components, and if you take damage while the spell is active, you can end it early to have Resistance to that instance of damage.

Level 6: Spell Conservation

When you cast a Wizard spell using a higher-level spell slot, you can cast it at its lowest level instead. When you do so, you can regain spell slots with a combined level equal to no more than the level of the spell slot minus the level of the spell.

For example, if you cast Shield using a level 3 spell slot, you can regain two level 1 spell slots or one level 2 spell slot.

Level 10: Instinctive Spellcasting

Having the Incapacitated condition doesn’t prevent you from making Arcane Burst attacks, or from taking a Reaction to cast the Shield spell.

In addition, whenever you roll Initiative or cast a level 1+ spell, you can make one Arcane Burst attack.

Level 14: Fundamental Apex

Your mastery of basic spells enhances them in the following ways:

Adaptive Defense. You can take a Reaction to cast Shield when you fail a saving throw. When you do so, you have a +5 bonus to saving throws instead of AC for the spell’s duration, potentially turning the failure into a success.

Unerring Offense. You can take a Bonus Action to make one Arcane Burst attack. In addition, whenever you miss with one of your Arcane Burst attacks, the target still takes Force damage equal to your Intelligence modifier.

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