Wizard
Base Class: Wizard

The School of Fundamentalism are for Wizards who have a thirst for knowledge of any kind. They master the art of cantrips, and can even make their own.

Spell Savant

Beginning when you select this school at 2nd level, time you must spend to copy any spell into your spellbook is reduced by half, but the gold cost is doubled.

Craft Cantrip

Beginning at 2nd level, your studies have lead you to be able to craft your own spell. 

The following choices change your damage dice, the following chart is as follows below. Your spell starts at 2d4.

1d2 <-> 1d4 <-> 2d2<-> 1d6 <-> 1d8 <-> 2d4 <-> 1d10 <-> 1d12 <-> 2d6 

Choose a range.

  • 120 ft- Your die decreases by two.
  • 60 ft- Your die decreases by one.
  • 30 ft-  Your die does not change.
  • 15 ft- Your die increases by one.

Now choose an attack type.

Spell attack

Your die decreases by one.

Saving Throw
  • Strength- Your die decreases by one.
  • Dexterity- Your die does not change.
  • Constitution - Your die does not change.
  • Intelligence- Your die decreases by one.
  • Wisdom- Your die does not change.
  • Charisma- Your die decreases by one.

Next, choose a damage type.

  • Acid- Your die does not change.
  • Cold- Your die increases by one.
  • Fire- Your die increases by one.
  • Force- Your die decreases by two.
  • Lightning- Your die does not change
  • Poison- Your die increases by two.
  • Psychic- Your die decreases by one
  • Thunder- Your die decreases by one.

Finally, choose an effect.

  • No effect- Your die increases by one.
  • Target suffers disadvantage on attack rolls until the end of their next turn- Your die decreases by two.
  • Target is pushed back 5 ft- Your die decreases by one.

The end result is your crafted spell, which is treated as a cantrip and does not count towards your cantrips known. It has no material component, but has a verbal and somatic component.

 The damage any crafted spell you cast increases by its damage die at levels 5, 11, and 17.

Master of the Fundementals

Starting at 6th level, you have mastered the art of cantrips. You learn an additional cantrip of your choice from the Wizard spell list. It does not count towards your cantrips known.

In addition, you add your intelligence modifier to the damage of any cantrip you cast.

Arcanist

Beginning at 10th level, whenever you cast a cantrip on the first round of combat, you advantage on the spell if it's an attack, or the target has disadvantage if it requires a saving throw.

In addition, your spell save DC and your spell attack bonus for cantrips are both increased by one.

Manipulate Spell

Starting at 14th level, you gain the following options when casting a cantrip.

Change Nature

You can spent one of your hit dice to change the damage type as long as the spell deals or is changed to any of the following.

  • Acid
  • Cold
  • Fire
  • Force
  • Lightning
  • Poison
  • Thunder
Alter Form

You can spend one of your hit dice to instead change the saving throw from one attribute to another.

In addition, you gain the Craft Cantrip feature again.

Previous Versions

Name Date Modified Views Adds Version Actions
3/7/2020 10:37:14 PM
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3/19/2020 2:44:11 PM
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6/12/2020 2:13:05 AM
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2.0
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