Base Class: Wizard
In Karentha there is a secret order of wizards and sorcerers who consider themselves the primary protectors of the Material Plane from existential evils that exist throughout the multiverse. The Mystic Arts puts emphasis on the use of what they call Eldritch Magic. Eldritch Magic is a light-based magic that has the ability to generate different constructs such as weapons or shields. Users of this way of magic are typically seen creating and shaping images out of glowing sparks as vibrant and bright as the sun. Many adventurers who may find themselves learning in the ways of the Mystic Arts can be found alone or in small groups, exploring the world and quenching evil where it grows.
Accelerated Learning
Whenever you level up in this class after level 2, you can choose to learn 3 new spells instead of 2 whenever you level up. You may only use this feature if the third spell you choose is of a different level from the first two spells.
(e.g. At 3rd level you can learn Alter Self and Blur, then also learn Burning Hands.)
Additional Spell
You learn a 1st level Wizard spell of your choice.
Eldritch Tactics
Starting at 2nd level, you learn new tactics to gain an edge in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. In addition, you learn the cantrip eldritch whip.
Mirror Duplicates
At 6th level you learn to manipulate the Mirror Dimension to create duplicates of yourself in battle. Once per long rest as an action, you create two perfect illusions of yourself that lasts for 1 minute, or until you cast a spell of 1st level or higher. These illusions appear in unoccupied spaces that you can see within 30 feet of you. You can choose to move one illusion up to 30 feet as a bonus action, but it must remain within 120 feet of you.
For the duration, whenever you cast a spell of 1st level or higher you may choose to have one of your illusions cast it as well, expending a spell slot of the same level whenever you do so. You may also use this feature when you cast Eldritch Whip as an action at no cost.
Enhanced Focus
Starting at 10th level you begin to master the ability to cast multiple spells in one turn. Whenever you cast a spell of 1st level or higher, you can immediately cast Eldritch Whip as a bonus action. You may only use this feature a number of times equal to your Intelligence modifier.
Additionally, whenever you make an Athletics check to grapple using Eldritch Whip you may use your Intelligence modifier in place of Strength.
Astral Will
At 14th level you learn how to push on even after falling in battle. When you reach 0 hit points and fall unconscious you can project yourself into the astral plane. Your equipment does not travel with you. While here, you have a +2 bonus to Death Saving Throws. Whenever you succeed a Death Saving Throw, your astral projection appears over your body and you can cast Eldritch Whip. This feature cannot be used after you are stabilized or regain hit points. You can only use this feature once per long rest.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
9/12/2018 3:48:18 AM
|
5
|
0
|
1
|
Coming Soon
|
|
9/12/2018 4:07:39 AM
|
46
|
1
|
B
|
Coming Soon
|
|
1/26/2019 5:42:48 AM
|
522
|
9
|
C
|
Coming Soon
|
|
1/26/2019 7:36:48 AM
|
38
|
0
|
4
|
Coming Soon
|
|
1/26/2019 7:47:33 AM
|
38
|
0
|
5
|
Coming Soon
|
|
1/26/2019 7:50:01 AM
|
42
|
0
|
5
|
Coming Soon
|
|
1/29/2019 6:27:23 AM
|
42
|
0
|
--
|
Coming Soon
|
|
1/30/2019 2:55:51 AM
|
868
|
5
|
5.3
|
Coming Soon
|

Comments