Wizard
Base Class: Wizard

Some wizards focus on a specific school of spells, becoming experts in the theory and practice of those spells in the field. There are also, however, those wizards who choose to focus their efforts towards specific targets. The planes can be a very dangerous place, and it suits some wizards to know that they can navigate them, and negotiate with their alien denizens, without being manipulated as easily as other, less studied casters.

The School of Contracts focuses on the legal aspects of interplanar magic. Ensuring that all contracts they sign themselves to are done in their favor, and that they always have an out, they often find themselves patrolling the borders between planes, protecting their own plane from the actions of otherworldly visitors.

Spell Contracts

Beginning when you select this school at 2nd level, the gold you must spend to copy a spell that exists on both the wizard and warlock spell lists into your spellbook is halved. The time doubles, however, as you must write careful legal wording into the spell.

Protective Clause

Starting at 2nd level, you can write legally-binding protections for yourself into your contracts with other planes. When an aberration, celestial, elemental, fey, fiend, or undead targets you with any ability, spell, or attack, you may invoke a protective clause as a reaction, granting you certain privileges against it:

  • If the effect requires an attack roll, your opponent makes it at disadvantage.
  • If the effect requires a saving throw, you make it at advantage.
  • If the effect deals damage, you have resistance against that damage.

Once you invoke this clause, you can’t do so again until you finish a long rest.

Contractual Rebates

Beginning at 6th level, your contracts allow you to reclaim some of the energy used to defend yourself against extraplanar adversaries. When you cast an abjuration spell of 2nd level or higher against aberrations, celestials, elementals, fey, fiends, or undead using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

Legal Rebuke

Beginning at 10th level, when you deal damage to an aberration, celestial, elemental, fey, fiend, or undead with a spell, if they need to make a Constitution saving throw to maintain concentration on a spell or other effect, they make this saving throw with disadvantage.

Ironclad Agreements

Beginning at 14th level, when you cast a spell that requires you to make an ability check as a part of casting that spell (not counting attack rolls), if the target is an aberration, celestial, elemental, fey, fiend, or undead, you make that ability check at advantage. In addition, if the target is required to make a saving throw to resist any of the effects of that spell, they have disadvantage for that saving throw.

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