Wizard
Base Class: Wizard

Followers that work to become an archmage split there time and instead study all areas of magic. These mages aren’t directly as powerful in a given area but show a mastery over all types of magic.

Arcane Scholar

Beginning at 2nd level when you select this school, your taught to learn and wield your magic differently than your fellow wizards.

Spellcasting

Your spellcasting feature changes in the following ways.

  • You no longer use spell slots to cast your spells, instead you use spell points. Each level of spell costs a different amount of points.
  • You have a spell level maximum and a specific number of spell points you have available at each level detailed in the following chart.
  • Your spell casting Save DC, Attack Bonus, Modifier, and Spells Known remains the same.
  • Spells of 7th level and higher are particularly taxing to cast. You can use spell points to create one spell of each level of 7th or higher. You can create another spell of the same level by pushing yourself and taking a point of exhaustion for each spell cast this way.

Spell Points by Level

Class Level Spell Points Max Spell Level
1st 4 1st
2nd 6 1st
3rd 14 2nd
4th 17 2nd
5th 27 3rd
6th 32 3rd
7th 38 4th
8th 44 4th
9th 57 5th
10th 64 5th
11th 73 6th
12th 73 6th
13th 83 7th
14th 83 7th
15th 94 8th
16th 94 8th
17th 107 9th
18th 114 9th
19th 123 9th
20th 133 9th

 

Spell Point Costs

Spell Level Point Cost
1 2
2 3
3 5
4 6
5 7
6 9
7 10
8 11
9 13

Arcane Recovery

Your arcane recovery changes in the following way.

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell points to recover points equal to your level.

For example, if you’re a 4th-level wizard, you can recover up to 4 spell points.

Semper Paratus

Starting when you take this tradition at 2nd level, you have adapted and trained your mind to perform at a higher rate than others. You no longer need to prepare your spells.

Spell Manipulation

Starting at 6th level you can use your knowledge to enhance your spells. Now when you expend spell points to cast a spell you can expend additional spell points equal to half the spells cost (rounded up)and 1pt for cantrips, to further change the aspects of the spell. You have the following options and cannot use more than one at a time.

  • Increase your spell attack bonus by 1.
  • Increase your spell save DC by 1.
  • Double a spells duration (must be at least a minute) up to and not exceeding 24hrs.
  • Add an additional damage die.
  • Change the type of damage the spell causes.
 

Arcane Fortitude

Starting at 10th level, your knowledge of the arcane has allowed you to fortify yourself. You can expend spell points to gain temporary HP. 2 hit points for each spell point expended (for a maximum of 20 temporary HP).

Arcane Identification

Starting at 14th level, your understanding of spells allows you to learn them as others cast them. Whenever you see a creature within 30ft cast a spell of arcane nature (Contained in the Wizard, Bard, or Sorcerer spell lists), you can make an Intelligence check with a DC equal to 10 + the spells level to learn the spell. If you succeed on the check you can then take double the normal cost and time to inscribe the spell into your spell book within 24hrs of the check, otherwise you cant recall the spell well enough to do so.

After using this feature you must complete a long rest before you can do so again.

Previous Versions

Name Date Modified Views Adds Version Actions
3/8/2021 9:05:22 AM
520
22
A
Coming Soon
3/8/2021 9:08:04 AM
479
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes