Wizard
Base Class: Wizard

You've mastered the brain and how it works, and how to use it to your advantage in combat. Creating illusions and supporting team mates with abilities not seen too often.

 

This is my first subclass, It was made to give the wizard more support abilities that are there to support the team in ways different than the school of illusion for example.

This subclass takes insiration from several different sources such as Critical Role and other homebrew that ive seen

Just note that the subclass features do not appear in order, i do not know how to fix this so for the time being it will stay like this

Secrets Of The Brain

Beggining when you select this school at 2nd level, the gold and time you spend copying illusion spells to your spellbook is halved.

Like a Book

Starting when you choose this school at 2nd level, you may use your action twice per long rest to study your opponent in battle, and know their vulnerabilities, resistances, and the efects of one attack of your choice, the attack list of your opponent will be described vagely by the dungeon master as to not reveal any info you are not supposed to know.

One use class ability can be restored by arcane recovery

At level 6 the number of uses is increased to 3 per long rest, At 10th level it increases again to 4, and then again to 5 at 14th level.

I Need You To Focus On...

Starting at 10th level, you may create an illusion in a visible spot within 40-feet

The appearence of the illusion is of your choice,

You may choose up to 3 creatures, those creatures must make an Intellegence saving throw,

On a successful save, nothing happens

On a failed save, the creature is paralyzed and frightened of you, in this frightened state they do not have to move away from you, though they do have disatvantage on attacks against you, they also take 2D4 Psychic damage.

Not Me! Him!

Starting at 6th level, when being attacked, after the attack roll is made, you may use your reaction, twice per long rest, to force an opposed intellegence check,

On a loss, nothing happens

On a win, you may choose an ally with 10 feet, the chosen opponent will target the chosen ally for this turn and the next, the chosen opponent will have disatvantage on the first attack against the chosen ally.

Starting at 10th level, the first 2 attacks the opponent makes against the chosen ally have disatvantage, and at 14th level, that number increases to all of the attacks for the next turn

This class feature may be recovered using Arcane Recovery

Hah! Distraction!

Starting at 2th level when you pick this school, once per short rest you may use your reaction to force disadvantage on an opponent, for a spell saving throw that requires intellegence.

Bad Mood

Starting at 6th level, you may use your action 3 times per long rest (and this is interesting imo so buckle up) to select a creature who is in your party, currently allied or not, and create an alternative way for them to escape out of spells such as: Dominate Person or Friends, and even from being grappled, this alternative way will be discussed with the dungeon master as to not make this ability too overpowered, the dungeon master has final say in this, and can reject it, but the use of this ability comes back to you as does the used action if you are in combat.

Voices In The Head

Starting at 6th level, 3 times per long rest, you may use this ability to either:

1. Cast sending without spending a spell slot.

2. In conjunction with a spell slot and cast sending as a free action.

Making A Ruckus

Starting at 10th level, you may use your action once per long rest, you may make a 30-foot radius (not diameter... radius. yes radius) 60-foot high cylinder.
In it, when enemies move, they will have to roll a D4 to determine in which of the 4 cardinal directions they move.

Mind Boggling Trick

Starting at 14th level, when you are attacked, you may use your reaction, 4 times per long rest, to force your opponent to make a Constitution saving throw,

On a fail, your opponent takes a point of exaustion

On a success, nothing happens.

You may use a bonus action to roll a D20, on a 13 or higher, you regain one of the uses of this ability

This ability can be recovered by Arcane Recovery

Previous Versions

Name Date Modified Views Adds Version Actions
4/23/2021 9:16:38 PM
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0.5
Coming Soon

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