Base Class: Wizard
Whenever dangerous creatures, powerful monsters or infamous criminals need to be hunted down, apprehended or locked away, people often call upon wizards of the tradition of incarceration. Known as ‘arcane jailers’ or ‘bounty mages’, these wizards combine elements of abjuration and conjuration magic into a specialised skill set consisting of spells and abilities that allow them to track and capture their enemies. Followers of this tradition often work alongside other bounty hunters and monster hunters.
Magical hunter
Beginning at second level, your time hunting down, capturing and interrogating creatures has made you adept at many techniques. You gain proficiency in two more intelligence, wisdom or charisma skills.
Additionally, whenever you make a check related to tracking other creatures, you also learn their exact number, sizes and how long ago they passed.
Arcane arrest
Starting at 2nd level, you have developed tricks to keep others from getting away. As an action, choose one creature that you can see within 15 feet or you. If it can see or hear you, it must succeed on a strength saving throw against your wizard spell save DC, or become wrapped and bound by spectral chains and manacles. The chained creature’s speed drops to 0 and the creature is restrained.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. During this time, you can add your intelligence modifier to the result of any charisma based skill check you make when interacting with the chained creature. However, the effect ends if you move more than 15 feet away from the creature or the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this effect on that creature again until you finish a long rest.
Lock and Key
At 6th level, you know the ins and outs of locks, manacles and cells. You add the arcane lock and knock spells into your spellbook, if they are not there already, and they are always prepared for you. Whenever you cast these spells, you ignore the material components. Additionally, whenever you cast knock, the spell makes no sound.
Capture Mage
By 10th level, you have become an expert at capturing others. Whenever you cast a spell which grapples, restrains or reduces the movement speed to 0 of another creature, you have advantage on concentration checks to maintain the spell.
Additionally, creatures under the effects of your Arcane Arrest feature must make a wisdom saving throw against your wizard spell save DC in order to perform any spell that allows for extradimensional movement, such as teleportation or travelling to another plane of existence.
Master Warden
At 14th level, you have mastered the art of imprisonment. You add the forcecage spell to your spellbook, if it is not there already. You can cast forcecage without using material components. When you do so, you can choose to alter the spell in one of the following ways:
You can extend the duration to 4 hours
You can double the size and dimensions of the cage or box
You can have chains surround each creature within the cage or box, imposing disadvantage on the creature’s Charisma saving throw to escape the prison
You can infuse magical energy into the prison. Choose one of the following damage types: Acid, cold, fire, lightning, necrotic or radiant. Whenever the creature fails the charisma saving throw to escape prison , the creature takes damage equal to your wizard level of the chosen damage type.
When cast in the way, you can’t do so again until you finish a long rest, though you can still cast it using available spell slots.
Previous Versions
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3/26/2020 11:06:09 AM
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3/24/2024 11:51:20 AM
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