Wizard
Base Class: Wizard

I don't know how to describe this wizard subclass except for the fact that it is based on the Hexa glove and the Aether from the Roblox game slap battles. Just look up "Hexa glove slap battles" and read look at the banner or see a video on how to get it and you will see where I'm coming from.

Hexa Defence

Your affinity with the Aether lets you augment your defense. Your base AC equals 13+ your intelligence modifier.

Hexa Spells

After you reach certain levels in this class, you thereafter always have these spells prepared:

2nd Level: Shield, Magic Missile

3rd Level: Alter Self, Locate Object

5th Level: Counterspell, Glyph of Warding

7th Level: Arcane Eye, Locate Creature

9th Level: Passwall, Wall of Force

Power of the Aether

Whenever you cast a spell that deals damage to one or more creatures, you can change the damage type to force. If you do so, you can add your intelligence modifier to the damage of the spell. You can use this feature a number of times equal to your intelligence modifier, and you regain all expended uses when you finish a long rest.

Repulsion

When a creature you can see makes an attack roll against you, you can use your reaction and expend a spell slot to imbue yourself with defensive Aethereal magic. When you do so, you gain a bonus to your AC equal to 2 times the level of the spell slot expended until the start of your next turn. In addition, at the start of your next turn, each creature within 10 feet of you must make a dexterity saving throw against your spell save DC or take a number of D6’s of force damage equal to the spell slot you expended.

Stride of the Aether

You can use your walking speed to move in any direction, including in the air, as you walk on the imperceptible fabric of the Aether. For every minute you do this, however, you must succeed on a constitution saving throw (DC 15) or gain an exhaustion level. The minute of time you can spend like this before needing to make this save resets after a short or long rest.

Improved Hexa Defense

You gain resistance to force damage, and whenever you are targeted with an attack roll that includes force damage in that attack’s damage, the roll has disadvantage. Any ally within 10 feet of you also has resistance to force damage unless you have the incapacitated condition.

Storm of the Aether

As a bonus action, you can embroil yourself and the surrounding area in a storm composed of the magic of the aether for 1 minute or until you have the incapacitated condition. While the storm is active, you gain the following benefits:

Aether Protection: At the start of each of your turns, you gain temporary hit points equal to your intelligence modifier.

Aether Magic: Whenever you cast a spell of level 1-5 with a spell slot, roll 1d6. On a 6, the spell slot isn’t expended.

Aether Wrath: Whenever any amount creatures of your choice start their turn within 30 feet of you, they take force damage equal to twice your intelligence modifier.

Once you use this feature, you can’t use it again until you finish a long rest.

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