Wizard
Base Class: Wizard

You not only have the wild magic of the Feywild running through your veins, you also have the intelligence and curiosity to want to quantify and study your own magical prowess. You utilize the Wild Magic in your veins, while also making sure to keep it under intense wraps.

Spell Pilfering

When you see a spell being cast, you can make an Intelligence (Arcana) check (DC of 10 + Spell's level) to identify the spell that is being cast. If you succeed, you know the spell, its level, and its school of magic. You can make another Intelligence (Arcana) check (DC of 8 + Spell's level) to add it to your spellbook. If you succeed, and the spell is a level at which you can cast, it is added to your spell book. Your DM can increase the DC (+1 to the DC per hour after a 12 hour period) depending on how long you wait to make the second check. You can perform these 2 checks per long rest an amount of times equal to your intelligence modifier.

Wild Magic's Hold

Starting at 2nd level, Wild Magic has seeped into your spellbook. When casting a spell, you can roll to see if you roll on the Wild Magic table. If you cast a spell you gain through the Learner of the Wild or Spell Pilfering, you must roll on the Wild Magic table.

Learner of the Wild

You spend your time researching the Wild Magic that is utilized by sorcerers and the Feywild. When you level up, you can select 2 extra spells from the sorcerer spell list. These spells are always prepared. Every time you cast one of these spells, you must roll for Wild Magic Surge, as they come from your innate abilities rather than your research into the arcane.

Sculpt Spells

Much in the way an Evocation wizard or experienced Sorcerer does, you are able to sculpt certain spells in order to avoid your allies. At 6th Level, when you cast an evocation spell or a spell that is gained from the Learner of the Wild or Spell Pilfering features, you can choose a number of creatures equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Method to the Madness

You have researched your Wild Magic, manipulating it into a fine arcane tool. Starting at 10th Level you can manipulate your Wild Magic with greater ease. You roll twice on the Wild Magic table and decide your fate, you can also use an additional spell slot to reroll a number of times equal to the used spell slot.  

Wrath of Wild Magic

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any evocation spell you cast.

Wild Surge

Starting at 14th as an action you can use a spell slot to invoke Wild Magic upon a single opponent. Make a melee spell attack roll. On a hit, the target must roll a number of times equal to the used spell slot on the Wild Magic Table with the caster choosing which effect goes off. You can use this feature only if you have spell slots.

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