In battle, you fight with Arcane ferocity. On your turn while concentrating on a spell, you can enter Arcane Overdrive as a free action.
While raging, you gain the following benefits if you aren’t wearing armor:
- When you deal damge with a spell you add you intelligence Modifier to one damage roll (Magic Missle Excludet).
- You add your Intelligence modifier (Proficency bonus) to all your saves, and you gain Half cover against Range attacks.
You need to concentrate on a spell at the end of your turn to continue your Arcane Overdrive.
Your Arcane Overdrive lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked or damaged a hostile creature with a spell since your last turn or taken damage from a magical effect since then. You can also end your Overdrive on your turn as a bonus action.
Once you have raged the number of times shown for your Wizard level in the Rages column of the Rage table, you must finish a long rest before you can enter the Overdrive again.
Arcane Overdrive Table
| d20 |
Effect Description
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| 1 |
You force an enemy to share your concentration, causing them immense pain. One creature of your choice within 420.69 feet must succeed on a Constitution saving throw or take 1d12 Psychic damage. You and your allies within 30 feet gain 1d12 temporary hit points.
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| 2 |
You teleport up to 30 feet to an unoccupied space you can see. Until your Overdrive ends, you can use this effect again on each of your turns as a bonus action.
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| 3 |
A draconic spirit appears within 5 feet of a creature of your choice within 60 feet. At the end of the turn, the spirit explodes, dealing 1d6 Bludgeoning damage to creatures within 5 feet (Dexterity save for half). Until your Overdrive ends, you can summon another spirit on each of your turns as a bonus action.
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| 4 |
Choose half your proficiency bonus (rounded up) of spells that deal damage; temporarily replace their damage type with one from another spell in your spellbook.
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| 5 |
Whenever a creature forces you to make a saving throw, you can chose to inflict 1d6 Psychic damage as magic lashes out in retribution.
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| 6 |
Until your Overdrive ends, you are surrounded by protective draconic spirits. You gain a +1 bonus to AC and Saving Throws, and allies within 10 feet gain the same bonus.
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| 7 |
Until your Overdrive ends, whenever you make a ranged spell attack, you can make the ground beneath the target difficult terrain until the end of your next turn.
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| 8 |
A bolt of pure darkness shoots from your chest. A creature of your choice within 60 feet must succeed on a Constitution saving throw or take 1d6 Necrotic damage and be blinded until the start of your next turn. Until your Overdrive ends, you can use this effect again as a bonus action on each of your turns.
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| 9 |
You unleash a wave of draconic energy in a 15-foot cone or a 30-foot long 5-foot wide line. Creatures in that area must make a Dexterity saving throw or take 2d6 damage of your choice (acid, cold, fire, lightning, or thunder). You regain hit points equal to half the damage dealt.
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| 10 |
The next spell you cast will be cast as if it were one level higher while still expending a spell slot of the original cast level.
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| 11 |
Choose a spell you've cast during this encounter. You can immediately cast that spell again without expending a spell slot. The spell is resolved normally at its lowest level.
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| 12 |
You gain resistance to one random magical damage type (1d10) until your Overdrive ends. If you drop to 0 hit points while this effect is active, you drop to 1 hit point instead and end the effect.
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| 13 |
You release a wave of chaotic energy. Each creature of your choice within 30 feet must succeed on a Dexterity saving throw or take 2d4 force damage and be pushed 10 feet away from you.
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| 14 |
Choose one creature you can see within 60 feet. They must make a Constitution saving throw or be teleported to an unoccupied space on solid ground within 30 feet of their original location. You can use this effect again as a bonus action until your Overdrive ends.
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| 15 |
As a bonus action, you can cause an enemy to overthink their life choices. The target must succeed on a Constitution saving throw or take 1d6 Psychic damage and move 10 feet in a random direction if it can move and its speed is at least 10 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
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| 16 |
You fire a bolt of Corrupted Blood at a creature within 60 feet. The target must succeed on a Constitution saving throw or take 1d6 poison damage and be poisoned until the end of its next turn. Until your Overdrive ends, you can use this effect again as an action on each of your turns.
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| 17 | Whenever you deal damage with a spell while raging, you can choose to redirect a portion of that energy. Choose one creature within 30 feet of the original target that you can see; they take psychic damage equal to your Intelligence modifier. You can use this feature once per turn while raging. |
| 18 | When you score a critical hit with a spell attack while raging, you can roll an additional damage die of the spell’s damage type. |
| 19 | The number you have to roll for a spell attack to crit is reduced by 1, also your saving throws are incresed by 1. |
| 20 | You can choose to maintain your Overdrive even if you don’t meet the normal requirements for its continuation and you can hold your overdrive for twice as long as normal. when the overdrive ends you gain 1 Level of exhaustion, when needet to use this feature. |
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