Hello everyone, I have created a self-sacrificing wizard school. Do you think it is balanced (I will playtest it also)? This class needs to be a glass canon. The wizard pushes his body to the limits in order to kill his enemies.
Wizard: School of Elemental Mastery
Wizards who join this school of magic want to reach great power… at a cost. They specialize in one specific damage type. As masters of bitter cold, crackling force, scorching fire or striking lightning they can blast, scorch or freeze enemies, they can reduce lives and souls to ashes, they wield pure force. Some think they are evocation wizards, but an evocation wizard is safe for its own powers. A wizard who joins the School of the Elemental Mastery will never be safe for his own might. Many of them have died during their studies or during fights. Therefore, the first lesson in this School of Magic is: sacrifice is needed to become a great Elemental Master… and to destroy one.
Favored Element
At 2 level, you have chosen a favored element to practice and study throughout your career. Choose one damage type. Whenever you deal damage with a spell, you can change one of the damage types of that spell by your favored damage type. If a creature would normally take less damage, but due to your favorite element it takes more damage, because of effects such as resistance, immunity and vulnerability, you suffer one level of exhaustion. You can choose a number of favored elements equal to your Intelligence Modifier divided by two (rounded up). One could, for example, want to be master of heat and cold (fire and cold damage), lightning and thunder, undead and living (necrotic and radiant damage), …
Beyond Limits
Starting at 2 level when you choose this class, you can enhance your spells. Whenever you cast a spell of first level of higher which deals damage of your favorite element, you can expend a number of hit points equal to your wizard level. The spell then deals an extra amount of damage to all creatures within its area equaling the damage you have taken divided by the number of creatures that are affected by the spell (rounded up) + your intelligence modifier. The damage type is the same one as your favorite element type.
Increase Area
Starting at 6 level, you can increase the area of your area of effect spells. Whenever you cast an area of effect spell of first level or higher which deals your favored damage type, you can increase the area of that spell by 5 feet (a five foot cone becomes a 10 foot cone, a 20 foot radius becomes a 25 foot radius, four cubes of 10 foot become 4 cubes of 15 foot etc.). Whenever you choose to do so, you take damage equal to four times the expended spell slot level.
None Shall Survive
Starting at 10 level, you can increase one of the save DC’s of a spell which deals your favored damage type you cast by 2. All creatures affected must make a higher save. The first time you do so, you suffer no adverse effect. Whenever you do so thereafter, before finishing a long rest, you suffer one level of exhaustion. You can also change one saving throw of a spell into another when you choose this benefit (for example, strength into dexterity). The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 force damage and you suffer one level of exhaustion. Every time you do so thereafter, you suffer an additional 1d12 force damage and an additional level of exhaustion. This damage ignores resistance and immunity.
Adapted Body
Starting at 14 level, your body is trained and adapted to the disastrous magical effects of your own spells. You can reduce one level of exhaustion per short rest, and two levels per long rest. In addition, the spells you cast which deal damage of your favorite damage type ignore resistance. Immune creatures are treated as if they were resistant.
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With friendly greetings
Thrør Máthẳn Márbhådh
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Hello everyone, I have created a self-sacrificing wizard school. Do you think it is balanced (I will playtest it also)? This class needs to be a glass canon. The wizard pushes his body to the limits in order to kill his enemies.
Wizard: School of Elemental Mastery
Wizards who join this school of magic want to reach great power… at a cost. They specialize in one specific damage type. As masters of bitter cold, crackling force, scorching fire or striking lightning they can blast, scorch or freeze enemies, they can reduce lives and souls to ashes, they wield pure force. Some think they are evocation wizards, but an evocation wizard is safe for its own powers. A wizard who joins the School of the Elemental Mastery will never be safe for his own might. Many of them have died during their studies or during fights. Therefore, the first lesson in this School of Magic is: sacrifice is needed to become a great Elemental Master… and to destroy one.
Favored Element
At 2 level, you have chosen a favored element to practice and study throughout your career. Choose one damage type. Whenever you deal damage with a spell, you can change one of the damage types of that spell by your favored damage type. If a creature would normally take less damage, but due to your favorite element it takes more damage, because of effects such as resistance, immunity and vulnerability, you suffer one level of exhaustion. You can choose a number of favored elements equal to your Intelligence Modifier divided by two (rounded up). One could, for example, want to be master of heat and cold (fire and cold damage), lightning and thunder, undead and living (necrotic and radiant damage), …
Beyond Limits
Starting at 2 level when you choose this class, you can enhance your spells. Whenever you cast a spell of first level of higher which deals damage of your favorite element, you can expend a number of hit points equal to your wizard level. The spell then deals an extra amount of damage to all creatures within its area equaling the damage you have taken divided by the number of creatures that are affected by the spell (rounded up) + your intelligence modifier. The damage type is the same one as your favorite element type.
Increase Area
Starting at 6 level, you can increase the area of your area of effect spells. Whenever you cast an area of effect spell of first level or higher which deals your favored damage type, you can increase the area of that spell by 5 feet (a five foot cone becomes a 10 foot cone, a 20 foot radius becomes a 25 foot radius, four cubes of 10 foot become 4 cubes of 15 foot etc.). Whenever you choose to do so, you take damage equal to four times the expended spell slot level.
None Shall Survive
Starting at 10 level, you can increase one of the save DC’s of a spell which deals your favored damage type you cast by 2. All creatures affected must make a higher save. The first time you do so, you suffer no adverse effect. Whenever you do so thereafter, before finishing a long rest, you suffer one level of exhaustion. You can also change one saving throw of a spell into another when you choose this benefit (for example, strength into dexterity). The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 force damage and you suffer one level of exhaustion. Every time you do so thereafter, you suffer an additional 1d12 force damage and an additional level of exhaustion. This damage ignores resistance and immunity.
Adapted Body
Starting at 14 level, your body is trained and adapted to the disastrous magical effects of your own spells. You can reduce one level of exhaustion per short rest, and two levels per long rest. In addition, the spells you cast which deal damage of your favorite damage type ignore resistance. Immune creatures are treated as if they were resistant.
With friendly greetings
Thrør Máthẳn Márbhådh