Wizard
Base Class: Wizard

Wizard towers are as old as wizards themselves. Impossibly built at strange and illogical angles, wizard towers are a testament to the skill and power of the wizard within. Massive archives of forbidden knowledge, an ever-shifting labyrinth of puzzles and monsters, and yet still a marvel of artistic beauty and magical engineering. While most wizards simply create their towers or sanctums as means to an end, there are some wizards that focus exclusively on the development of their towers and architectural designs. The school of architecture is the study of constructing magical temples, dungeons, and, of course, towers. Wizards of this school pride themselves on their brilliant designs and their work as architects. Some members of this school are seen as the most obsessive of all wizards, as their never-ending ambition to perfect their designs may sometimes lead down a path of hubris, creating towers that attempt to challenge the very will of the gods. Regardless of their craft, or their delusions, the wizards of the school of architecture are both skilled artisans and powerful tacticians of the battlefield.

Degree in Architecture

Beginning when you select this school at 2nd level, you gain extensive knowledge in architecture. You have advantage on all Investigation and History checks that relate to architecture. 

You also gain proficiency with Carpenter's tools.

Wizard Tower

Beginning at 2nd level, you can magically construct towers to defend you. As a bonus action, you can summon a Wizard Tower in an unoccupied space within 30 ft of you.

A Wizard Tower has hit points equal to 5 multiplied by your proficiency bonus, and an AC equal to 10 + your proficiency bonus. The tower is considered a medium object and lasts until it is destroyed or until you finish a long rest. 

As a reaction whenever a creature takes damage within 30 ft of a Wizard Tower, you may choose to have the damage transferred to the tower instead. If the damage was from an attack roll, and the attack roll does not hit the tower's armor class, then the attack results in no damage to the tower or the initial target. 

You can summon a tower with this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Reinforced Construction

Starting at 6th level, you have improved the strength and capabilities of your Wizard Towers. Your Wizard Towers have resistance to all damage. 

In addition, whenever you cast a spell, you can choose to have the spell originate from one of your Wizard Towers. 

Spiral of Hubris

Beginning at 10th level, you can store magic within your towers to punish those that dare destroy your creations. Whenever a Wizard Tower is reduced to 0 hit points, all creatures of your choice within 10 ft of it must make a Constitution saving throw equal to your Wizard Spell DC. On a failed save, a creature takes 4d8 points of force damage and is paralyzed until the end of your next turn. On a successful save, an affected creature takes half as much damage and is not paralyzed.

Towering Wizard

Starting at 14th level, fiddling with defensive magic has permanently altered you with a magical aura. You are always under the effects of half cover (a +2 bonus to AC and Dexterity saving throws).  

You have also improved the range and potency of your Wizard Towers. All features that were once 30 ft now have a range of 60 ft.

In addition, any creature of your choice (other than you) gains the effects of half cover when within 10 ft of one of your towers.

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