Base Class: Wizard
To the Wizard who yearns for the all-consuming forces of fire, the indifference of ice, or the wrath of lightning... The School of Evocation is a must, yet even so... Sometimes that is not enough, and a seeker of destructive magics such as these will devote body, mind, and soul to the point of no return. To these mages haste is a virtue, so long as results are made obvious. This is a "Black Mage"...
This Class is only available to a Wizard who attunes to the Staff: "Kaladanda"
Destructive Affinity
Starting at 2nd level, add additional damage to your spells equaling (Spell lvl+1) of the same damage type as your spell. This only applies to initial damage, not 'damage over time' effects. When you gain this trait at 2nd level, you may only learn spells from schools of magic other than Evocation up to level 5.
Should you see a Fire/Ice/Lightning elemental Evocation spell that you do not already know, you have a small chance of remembering it on sight, you may then add it to your Spellbook during your next Short/Long Rest. Roll a d100 and add Proficiency + INT Mod; (Success = 80<). DM may choose to set a different success rate depending on the spell's level... You can only remember a single spell in this manner at a time.
Striking an enemy with Fire/Ice/Lightning spell may inflict a matching condition on the target if they fail a corresponding saving throw equal to your Spell Save DC. All Fire/Ice/Lightning Spells cast by you prompt a corresponding Saving Throw to be made. Cantrips DO NOT proc this ability.
These effects can stack up to three times, and get worse with each subsequent failure. If blighted by these effects, the target may attempt another Saving Throw at the beginning of their next turn to remove one stack the matching debuffs...
Fire: DEX Save... 1 failure = 1d4 burning dmg + Condition. 2 failures = 2d4 burning dmg + Condition. 3 failures = 3d4 burning dmg + Condition.
Ice: CON Save... 1 failure = -10 movement speed. 2 failures = -5 additional movement speed + no Reactions. 3 failures = -5 additional movement speed, no Reactions +1 Level of Exhaustion.
Lightning: WIS Save... 1 failure = Stunned Condition. 2 failures = Blind Condition. 3 failures = Paralyzed Condition.
Battlefield Walker
Starting at 2nd level, gain proficiency with Light Armor and the spell "Shield", if you do not already know it. This spell does not count against your list of prepared spells. You also gain Proficiency with one of your choice of Musical Instruments, or Artisan's Tools.
Elemental Discharge
Starting at 6th level, you are sheathed in a transparent cloak of chaotic elemental energy surrounding your being that lashes out at those that attempt to strike you. When a creature makes a basic melee attack against you and misses, they are struck by a powerful discharge of elemental energy of your choice (Fire, Ice, or Lightning) that deals 1d6 damage, (increasing by an additional 1d6 at level 9, 13, and 17) and pushed back by 5ft. This forced movement prompts no reactions.
Transcendent Lay-Lines
Starting at 10th level, you may choose to cast an array upon the ground around you using your Bonus Action to speed up your casting ability for a short time, however your speed is reduced to zero for the duration of this skill. This effect does not take effect until the start of your next turn...
On the following turn, while you are standing within this array, you may cast two Full Action spells, or two Bonus Action spells... This overflow of magic in your body causes the Poisoned Condition while this ability is active. At the end of your turn, you may make a CON Save of 17 to attempt to maintain your array for one more turn. On a success, you may use the benefits of this feature on your following turn as well. This feature cannot be extended more than once per use.
When this ability ends, you gain one level of exhaustion. If you are forced to leave your array (ending this ability early), you gain two levels of exhaustion instead of one and remain Poisoned for one hour.
This Ability can be used a number of times equal to your Proficiency Modifier, and all uses are reset on a long rest.
Tainted Weave
Starting at 14th level, once per day, you may corrupt the Weave of magic 30ft around you for 3 rounds, causing all spells cast by you to potentially inflict the Poisoned Condition while ignoring Resistance, if the target fails a Constitution Saving Throw equaling your Spell Save DC +2. This Saving Throw only needs to be made once per use of this ability, if a creature succeeds in their Constitution Saving Throw, they are immune to it's effects for the duration of this ability.
If an ally uses a weapon enhanced by your magic during this time, then those weapon attacks count as "Tainted Magic" caused by you and will may also cause the Poisoned Condition. This effect persists for 2 rounds, and a subsequent Saving Throw may be made at the start of each turn if needed.
This ability CAN affect both enemies, and allies. Caution is advised...
Previous Versions
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8/26/2025 3:19:45 AM
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