Wizard
Base Class: Wizard

The most Common arcane traditions in the multiverse revolve around The School Of Magic. Wizards through the ages have cataloged thousands of Spells, grouping them into eight categories called schools. In some places, these traditions are literally schools. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the Spells of each school require mastery of different techniques. The school of Limbo is said to be outcasted because of its dangerous magic.

Limbo Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

Limbo's Safety

When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. A Invisible force takes the creatures to a pocket dimension for the damage duration briefly, The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Limbo's servant

This creates an Invisible, mindless, shapeless force that performs simple tasks at your Command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't Attack. If it drops to 0 Hit Points, the Servant disappears.

Once on each of your turns as a Bonus Action, you can mentally Command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, Mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the Command, the servant performs the task to the best of its ability until it completes the task, then waits for your next Command.

This ability can be used 1/2 of your int modifer.

Limbo

The Limbo is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hp, the spell ends. It has a Strength of 26 and a Dexterity of 10. The Limbo doesn't fill its space.

  • Limbo Punch: The Limbo strikes one creature or object within 5 feet. Make a melee spell attack using your statistics. On a successful hit, the target takes 6d8 force damage.
  • Forceful Push: The hand pushes a creature within 5 feet in a direction you choose. Make a check with the hand's Strength against the target's Athletics. If the target is Medium or smaller, you have advantage. If you succeed, the hand pushes the target up to 5 feet, plus a number of feet equal to five times your spellcasting modifier. The hand moves with the target.
  • Grasping Hand: The hand grapples a Huge or smaller creature within 5 feet. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage. While grappling the target, you can use a bonus action to have the Limbo deal 4d6 + your spellcasting modifier of bludgeoning damage.
  • Interposing Limbo: The Limbo places itself between you and a creature of your choice until you give it a different command. It moves to stay between you and the target, providing you with half cover. The target can't move through the hand if its Strength is less than or equal to the hand's. If its score is higher than the hand's, the target can move toward you through the hand, but the space is difficult terrain.
  • Limbo's Numbers: The number of limbos increases at 12(2 Limbos), 14(3 Limbos), and 16(4 Limbos)

 

Limbo's Attacks

Starting at 14th level, you can increase the power of your limbo attacks by 4d8 and 4d6, You can make a extra attack with each of your limbo

School Of Limbo Image

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