Base Class: Wizard
Members of the house of the mystics practice mystomancy, a school of magic that has great power when wielded correctly. Their spells often heal or undermine their opponents. Wizards of this house are powerful members of any party.
Mystic Connection
Beginning when you select this school at 2nd level, you may choose a mystic connection. You gain another at 6th level, 10th level, 14th level, and 18th level.
Aberrant Attacks
When score a critical hit with a melee weapon, you can choose for the damage to become psychic damage.
Abyssal Magic
Your spell's damage ignores resistances to fire and necrotic damage.
Celestial Armor
You can use your action to gain 6 temporary hit points. If you are hit while you have these hit points, the attacker takes 1d10 radiant damage. You may only use this once per long rest.
Celestial Power
You deal an additional 1d10 radiant damage to fiends with melee weapon attacks. This damage increases to 2d10 at 6th level, 3d10 at 10th level, and 4d10 at 18th level.
Demonic Channeling
When you cast a spell that deals fire or necrotic damage, you can deal an additional 1d4 necrotic damage. You can do this 3 times per long rest.
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 40 feet.
Fey Spells
You get the spell misty step and the spell faerie fire. You can cast these both once per short or long rest.
Healing Savant
When you cast a healing spell, you can add your spellcasting modifier to the rolls (or double the spellcasting modifier if already added).
Improved Psychic Blast
When you cast psychic blast and hit a target, all creatures within 10 feet of the target take 1d4 psychic damage.
Infernal Resistance
You are unaffected by infernal wounds caused by devils.
Mystic Fortitude
Your hit points increase by 1 and increase by 1 every time you get a wizard level.
Harmful Spells
Beginning at 2nd level, you can expend a 1st slot to impose disadvantage on a saving throw against a spell you cast. You can only do this once per long rest.
Empowered Spell
Starting at 6th level, your spells are more powerful thanks to your deep research of mystomancy. When you cast a spell that deals damage, you may expend a spell slot of equal level to the spell being cast to maximize the damage of up to three dice. If the spell doesn't roll dice for damage, deal an additional 10 damage. You may only do this once per long rest.
Savant of all Magic
When you reach 10th level, you can double the time it takes to half the gold it costs to copy a spell into your spellbook, or vice versa. You also gain double proficiency in arcana, religion, and history.
Eldritch Power
Starting at 14th level, you can cast 2 leveled spells (if they're 3rd level or below) a turn or 2 cantrips a turn.
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