Base Class: Wizard
A fascination with the nature of other spellcasters has driven you to attempt to recreate the ability of something akin to a patron or divine being, naturally bestowing your own power to other beings and objects. Through your studies you have learned how to not only channel magic through yourself, but act as a conduit to allow others to access the same power as you.
Arcane Gift
Starting when you choose this school at 2nd level, you can bolster a creature with arcane energy.
As an action, you touch another willing creature and grant it the gift of arcane ability. Choose a spell up to 5th level you have prepared and expend a spell slot of that same level or higher, your number of spell slots for that level is reduced by one. Until you complete a long rest, the target gains the ability to cast that spell. The target uses Intelligence for their spellcasting ability to cast the spell if they do not already have the ability to cast spells.
Spell save DC = 8 + their proficiency bonus + their Intelligence modifier
Spell attack modifier = their proficiency bonus + their Intelligence modifier
The target also gains a combined number of spell slots equal to expended spell level expended to use this ability.
For example, if you expend a spell slot of 3rd level, the target can get one 3rd level spell slot, three 1st level spell slots, or one 1st level and one 2nd level spell slot. A creature cannot gain more spell slots than you have for each level.
If the target already has spell slots, they can regain expended slots from this ability, but cannot gain extra spell slots. (Warlocks are treated as though they have no spell slots. See Pact Magic in Multiclassing).
If you are subject to the effects of a spell you gifted, it is treated as though you have resistance to the spell or as a successful saving throw depending on the spell's effect.
When you complete a long rest, the target creature loses the spell slots and the ability to cast that spell. You regain spell slots expended to use this feature.
Once you use this feature, you must finish a long rest before you can use it again. Starting at 9th level you may use this feature twice before a long rest. Upon reaching 17th level you use it three times per long rest.
Arcane Siphon
Your studies of the transferring of arcane energy allow you to siphon energy on the battlefield. When you reach 6th level, If you take damage from a spell or are affected by a spell of 1st level or higher, you may use a reaction to attempt to absorb the spell, if you have to make a saving throw against the spell, you take no damage if you succeed on the saving throw, and only half damage if you fail. If you don't have to make a saving throw, the spell's damage is reduced by half. Make an Intelligence saving throw DC = 10 + the spell's level. On a successful save you transfer the spells energy into your own body, dispelling any lingering power left by the spell. For the next minute, you may cast that spell without expending a spell slot. However the effect can be taxing without proper preperation, you take 1d6 necrotic damage for each level of the spell upon casting if you cannot normally cast it.
This feature does not stop area of effect spells such as fireball from dealing damage to other targets.
You must finish a short or long rest before using this feature again.
Chaotic Overcharge
When you reach 10th level, you can overcharge a magical attack with your innate energy. Whenever you cast a spell that deals damage, you can expend a spell slot to deal extra damage. When you expend a spell slot of 1st level, the target takes an extra 2d8 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder
If you roll the same number on both d8s and the attack had a single target, the energy releases in a 15 foot radius centered on the target. All creatures in the radius take the damage rolled.
When you expend a spell slot of 2nd level or higher the overcharge deals an extra 1d6 damage for each slot expended above the 1st.
Arcane Infusion
When you reach 14th level, you gain the ability to empower an item with the effect of a spell. You may spend 8 hours and expend a spell slot up to 5th level to enchant a non-magical item of value equal to or greater than requirement in the table below.
Item Value
| Spell Slot Level | Item Value |
|---|---|
| 1st | 50 gp |
| 2nd | 100 gp |
| 3rd | 250 gp |
| 4th | 1000 gp |
| 5th | 2500 gp |
The spell must be one that you know and have prepared and you must provide the material components of the spell that get consumed upon using this feature. The enchanted item has a 5 charges. The casting time is the same as the casting time of the infused spell. When the user uses the last charge of the item, they roll a d20, on a 1 the item crumbles to ash and is destroyed. For each time you enchant a particular item, the destruction number goes up by the spell's level. For example, if you enchanted an item with the Fireball spell and it was not detroyed, the next time the item runs out of charges, you have to roll higher than a 4 or else the item is destroyed.
For as long as the item is enchanted, you cannot regain the spell slot expended to use this feature. You can only empower one item at a time.







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