Wizard
Base Class: Wizard

Come, friends! Let's go home! Defeat the Wicked Witch with the power of friendship, and then go home!

The other schools of wizardry offer tempting powers, but after careful consideration, you found the greatest power of all - the power of love and friendship. Friendship wizards channel the power of friendship to overcome all obstacles.

This subclass has been updated to improve the balance. It is recommended to use the latest version.

Emerald Throne

Beginning when you select this school at 2nd level, with the power of friendship and believing in yourself, you can cast spells stronger than you would normally be able to.

You can learn spells 1 level above the highest level spell slot you have.

You can cast a spell using a spell slot 1 level below the spell's level. Once you use this feature, you cannot use it again until you finish a long rest.

Heart for the Woodman

Beginning at 6th level, your unused spell slots amplify your spells.

Damaging spells deal additional damage equal to the highest level of unused spell slot you have. If you have no unused spell slots, the bonus is 0.

Healing spells heal 1 additional hit point per effect if you have an unused spell slot of 7th level or higher. The bonus is increased to 2 if you have an unused spell slot of 9th level or higher.

For purposes of determining this bonus, when you cast a spell using a spell slot, that spell slot is considered to be used when resolving that spell's effects.

Cinnamon Powder

Starting at 10th level, you learn to harness the powder of life.

As an action, select up to 3 creatures you can see within 60 feet, which may include yourself. All targeted creatures gain Cinnamon for 10 minutes.

Cinnamon. If you would fall to 0 HP or be killed, consume this condition, negate the effect that would kill you (if applicable), and set your hit points to 2d6.

You have one use of this feature, which you regain when you finish a long rest.

Summon Home

Beginning at 10th level, you gain the ability to summon the "home."

As an action, you can choose a 40 foot square whose center is within 120 feet of you, and summon a generic farmhouse to fall on that area. Creatures in the area must make a Strength saving throw against your spellcasting DC. On failure, they take 20d6 bludgeoning damage and are restrained for 1 round. On success, they take half the damage and are not restrained. The home is destroyed when it lands. The broken remains of the home are mundane, and cause the area to become difficult terrain.

You have one use of this feature, which you regain when you finish a long rest.

Brain for the Scarecrow

Starting at 14th level, you can steal intellect from creatures smarter than you.

When you hit a creature with a single-target attack, if its Intelligence ability score is higher than yours, you can steal 1 point of Intelligence from the target. Its Intelligence ability score is reduced by 1 permanently and yours is increased by 1 permanently.

The bonus to your own Intelligence caps at +4, and ignores the usual limit of 20. Reductions to the target's Intelligence are permanent.

You have one use of this feature, which is regained when you finish a short or long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
4/28/2022 5:29:37 PM
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Coming Soon

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