Base Class: Wizard
Their are a collection of mages who study an ancient magic of crystalizing one's own body in arcane energy. Through this process arcane thorns are weaved throughout the mages body in order to harm those who would dare oppose them. Unlike most mages, they require live research on specimens of similar nature. Creatures that can produce flame upon touch, monsters with barbed hides, plants who's beauty hides its thorns, or even magic that can retaliate against those who endanger it's host. Mage of this school are some of the most susceptible to falling to evil, although they are also the most likely to seek out evil and destroy it. They will try and understand evil beings in order to create a rose like body that can make even the most resilient think twice before touching their thorns.
The startling appearance of their thorn-covered forms differs depending on how the individual shifts and makes learned the magic around them. Some forms appear reminiscent of ragged brambles, while others take aspects from roses, thistles, sharp hide, protruding bones, or desert cacti.
Arcane Durability
Beginning at 2nd level, your arcane magic has influenced your magic and the way your body receives vitality. At 2nd level, your hit point maximum increases by 2 and increases by 1 again whenever you gain a level in this class.
In addition, you can add Armor of Agathys and the Heroism spells to your spell book. when you cast a spell that grants temporary hit points, you can instead cast it as a bonus action. You can only cast a spell like this twice per long rest and regain all uses after a long rest.
Arcane Thorns
Beginning at 2nd level, you can invoke ancient magic called Arcane Thorns to coat yourself in crystalized thorns. The crystallized thorns can take the shape of regular barbed vines, protruding bones, or thorn hide that lashes out at any creature who wonders too close.
You can use a bonus action to crystalize your Arcane Thorns, which lasts for 10 minutes. It ends early if you are incapacitated. You can also dismiss the Arcane Thorn at any time (no action required).
While your Arcane Thorns is active, you gain the following benefits:
- You gain 2 temporary hit points for each level you have in this class.
- While you have temporary hit points granted from Arcane Thorns or from a spell, you gain a bonus to your saving throws. The bonus to your saving throws equals half your Intelligence modifier (minimum of +1).
- Any creature that touches you, ends their turn within 5 feet of you, or hits with melee attack against you takes force damage equal to your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Crystalline Perfection
Beginning at 10th level, while you have temporary hit points from either a spell or your Arcane Thorns feature, you can add half your intelligence modifier (minimum of +1) to your armor class. This lasts until you have 0 temporary hit points.
Improved Arcane Thorns
Starting at 14th level, your Arcane Thorns feature improves as you are now a master at weaving the magical crystals around yourself. You can now use two uses of your Arcane Thorns in order to gain the following benefits:
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- You can now add double your Intelligence modifier (minimum of +1) when a creature touches you, ends their turn within 5 feet of you, or hits you with a melee attack instead.
- You gain resistance to Bludgeoning, Piercing, and Slashing.
Previous Versions
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4/1/2022 12:55:30 AM
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