Wizard
Base Class: Wizard

As an Ancient Scholar, you uncover ancient, unique spells, and create new ones.

Ancient Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an ancient spell into your spellbook is halved.

An ancient spell is a certain type of spell (campaign specific) that the DM creates, or one that you create using Create Ancient Spell

In addition, you can learn Ancient Spells, a certain type of spell that was lost to time. (Campaign Specific: The DM will create the Ancient Spells). Ancient Spells are typically found in runic form.

Arcane Color Switch

Starting at 2nd level when you choose this school, you can change the damage type of one first, second, or third level spell as you cast it. You can do this a number of times equal to your Intelligence modifier (minimum of 1).

Create Ancient Spell

Beginning at 6th level, you can create your own, special spell. You can have one such spell, and gain another when you reach 7th, 11th, and 15th level. You have a number of Spell Creation points depending on the spell's level that you can use for different features, shown in the table below. Each spell must have a damage type, a range, and at least one damage die. You can only create cantrips, 1st, or 2nd level spells. Cantrips have 10 points, 1st level spells have 10 points, and 2nd level spells have 20 points. 1st level spells must use d6 or higher damage dice, 2nd level spells must use d8 or higher damage dice.

Spell Effects: (Cantrips, 1st Level, and 2nd Level)                                                                                 Point Cost

Poison, Acid, Cold or Fire Damage Type

1 point

Psychic, or Thunder Damage Type

2 points

Necrotic or Radiant Damage Type

3 points

Force Damage Type

4 points

d4 damage die

1 points

d6 damage die

3 points

d8 damage die

4 points

d10 damage die

5 points

d12 damage die

6 points

Touch Radius

1 point

15 foot range

2 points

30 foot range

3 points

60 foot range

4 points

120 foot range

5 points

Spell Effects (1st and 2nd Levels only)

 

10 foot sphere

2 points

15 foot sphere

4 points

20 foot sphere

6 points

DEX saving throw

1 point

CON or WIS saving throw

2 points

STR or CHA saving throw

3 points

INT saving throw

4 points

Target gains no benefit from cover

3 points

Spreads around corners

3 points

15 foot cone

3 points

30 foot line

6 points

30 foot cone

7 points

Doesn’t damage you

3 points

Doesn’t damage you and one of your allies

4 points

Offensive Spell

Starting at 10th level, you have a pool of extra magic you can expend while casting offensive spells, in the form of Magic Points. You have a number of Magic Points equal to your level plus your proficiency bonus plus your Intelligence modifier. When you cast a spell of 1st-5th level that requires an attack roll, you can choose to expend Magic Points to upcast it, as shown by the table below. You cannot upcast past 8th level. You regain all expended Magic Points when you finish a short or long rest.

Level upcasting to:                                                                                                                                          MP Cost

2

4

3

5

4

7

5

9

6

12

7

16

8

20

 

These costs are additive, meaning it would cost 9 points to turn a first level spell into a 3rd level spell.

In addition, you can expend 2 Magic Points to regain a use of Arcane Color Switch.

 

Ancient Reconstruction

At 14th level, when you cast an Ancient Spell, you can regain health equal to the level of the spell cast plus your proficiency bonus.

Ancient Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an ancient spell into your spellbook is halved.

An ancient spell is a certain type of spell (campaign specific) that the DM creates, or one that you create using Create Ancient Spell

In addition, you can learn Ancient Spells, a certain type of spell that was lost to time. (Campaign Specific: The DM will create the Ancient Spells). Ancient Spells are typically found in runic form.

Arcane Color Switch

Starting at 2nd level when you choose this school, you can change the damage type of one first, second, or third level spell as a bonus action while you cast the spell. You can do this a number of times equal to your Intelligence modifier (minimum of 1).

Create Ancient Spell

Beginning at 6th level, you can create your own, special spell. You can have one such spell, and gain another when you reach 7th, 11th, and 15th level. You have a number of Spell Creation points depending on the spell's level that you can use for different features, shown in the table below. Each spell must have a damage type, a range, and at least one damage die. You can only create cantrips, 1st, or 2nd level spells. Cantrips have 10 points, 1st level spells have 10 points, and 2nd level spells have 20 points. 1st level spells must use d6 or higher damage dice, 2nd level spells must use d8 or higher damage dice.

Spell Effects: (Cantrips, 1st Level, and 2nd Level)                                                                                 Point Cost

Poison, Acid, Cold or Fire Damage Type

1 point

Psychic, or Thunder Damage Type

2 points

Necrotic or Radiant Damage Type

3 points

Force Damage Type

4 points

d4 damage die

1 points

d6 damage die

3 points

d8 damage die

4 points

d10 damage die

5 points

d12 damage die

6 points

Touch Radius

1 point

15 foot range

2 points

30 foot range

3 points

60 foot range

4 points

120 foot range

5 points

Spell Effects (1st and 2nd Levels only)

 

10 foot sphere

2 points

15 foot sphere

4 points

20 foot sphere

6 points

DEX saving throw

1 point

CON or WIS saving throw

2 points

STR or CHA saving throw

3 points

INT saving throw

4 points

Target gains no benefit from cover

3 points

Spreads around corners

3 points

15 foot cone

3 points

30 foot line

6 points

30 foot cone

7 points

Doesn’t damage you

3 points

Doesn’t damage you and one of your allies

4 points

Offensive Spell

Offensive Spell

Starting at 10th level, you have a pool of extra magic you can expend while casting offensive spells, in the form of Magic Points. You have a number of Magic Points equal to your level plus your proficiency bonus plus your Intelligence modifier. When you cast a spell of 1st-5th level that requires an attack roll, you can choose to expend Magic Points to upcast it, as shown by the table below. You cannot upcast past 8th level. You regain all expended Magic Points when you finish a short or long rest.

Level upcasting to:                                                                                                                                          MP Cost

2

4

3

5

4

7

5

9

6

12

7

16

8

20

 

These costs are additive, meaning it would cost 9 points to turn a first level spell into a 3rd level spell.

In addition, you can expend 2 Magic Points to regain a use of Arcane Color Switch.

Ancient Reconstruction

At 14th level, when you cast an Ancient Spell, you can regain health equal to the level of the spell cast plus your proficiency bonus.

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