Wizard
Base Class: Wizard

Some arcanists decide to research the use of their magic in the medical arts. These arcanists come to be known as nymian scholars, specializing in the lost healing magic of Nym. They call on the fey of this lost city, summoning them to assist them on the field of battle.

Tactics

Beginning at the 1st level, you have developed a head for tactics during battle. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

You learn your first tactic at 1st level from the following list. You learn additional tactics at the 2nd, 6th, 10th and 14th level. Some tactics may require you be at least a certain level or have taken a specific specialization. When you level up you may exchange one of your known tactics for another.

Advantageous. When rolling initiative, you may expend one use of tactics to increase an ally or your own initiative roll by your proficiency bonus. You may only do so once per initiative roll.

Aetherial Barrier. When a creature you can see attacks a target other than you that is within 15ft. of you or your aetherial ally, you can use your reaction to impose disadvantage on the attack roll.

Blessing of Nym. When you cast a spell which recovers hit points or is from the Nymian Scholar expanded spell list, you may cast it through your aetherial ally. Your fey acts as the point of origin for the spell and your touch based spells may be cast as though you were standing where your fey is.

Excogitation. When you cast a healing spell, you may delay the effect by up to 1 minute. The spell effect activates after the target takes a total amount of damage declared by you when you use this tactic. If the creature reaches 0 hit points or less the healing spell takes effect immediately.

Logsitics Preparation. As a bonus action, all allied creatures within 20ft. of you or your aetherial ally gain 10ft. of movement until the start of your next turn.

Nymian Preparation (6th Level Required). When you cast a spell which recovers hit points, instead of healing the target, they gain temporary hit points equal to half the amount of hit points that would have been healed. The healing spell must require the caster to roll dice to decide the amount of hit points recovered. If any die results in its maximum value, the creature gains temporary hit points equal to the full amount of hit points healed.

Plan of Attack. As a reaction, you may add your proficiency bonus to the attack roll of an allied creature within 10ft. of you.

Rouse. When your aetherial ally takes its action within 30ft. of you, as part of their action you may empower it further. For a number of rounds equal to your Intelligence modifier, add your Intelligence modifier to the damage rolls and healing effects of your aetherial ally.

Spreading Strike (6th Level Required). When your aetherial ally takes the attack action, as part of their action you may empower them. They may make a second attack on a creature 5ft. from the first target.

Switching Step (6th Level Required). As a bonus action, you may switch places with your aetherial ally instantly if they are within 60ft. of you. This does not provoke attacks of opportunity.

Castle (10th Level Required). As a bonus action, your aetherial ally and a willing creature within 30ft. of it instantaneously switch positions. This does not provoke attacks of opportunity.

Emergency Tactics (10th Level Required). When a creature you can see takes damage, as a reaction you may cast a spell which restores hit points to its target.

Quick Summoning (14th Level Required). As an action, you may summon an aetherial ally as though you just completed a long rest. You may do so once, use of this tactic recovers after a long rest. 

Advantageous

When rolling initiative, you may expend one use of tactics to increase an ally or your own initiative roll by your proficiency bonus. You may only do so once per initiative roll.

Aetherial Barrier

When a creature you can see attacks a target other than you that is within 15ft. of you or your aetherial ally, you can use your reaction to impose disadvantage on the attack roll.

Blessing of Nym

When you cast a spell which recovers hit points or is from the Nymian Scholar expanded spell list, you may cast it through your aetherial ally. Your fey acts as the point of origin for the spell and your touch based spells may be cast as though you were standing where your fey is.

Castle

As a bonus action, your aetherial ally and a willing creature within 30ft. of it instantaneously switch positions. This does not provoke attacks of opportunity.

Emergency Tactics

When a creature you can see takes damage, as a reaction you may cast a spell which restores hit points to its target.

Excogitation

When you cast a healing spell, you may delay the effect by up to 1 minute. The spell effect activates after the target takes a total amount of damage declared by you when you use this tactic. If the creature reaches 0 hit points or less the healing spell takes effect immediately.

Logistics Preparation

As a bonus action, all allied creatures within 20ft. of you or your aetherial ally gain 10ft. of movement until the start of your next turn.

Nymian Preparation

When you cast a spell which recovers hit points, instead of healing the target, they gain temporary hit points equal to half the amount of hit points that would have been healed. The healing spell must require the caster to roll dice to decide the amount of hit points recovered. If any die results in its maximum value, the creature gains temporary hit points equal to the full amount of hit points healed.

Plan of Attack

As a reaction, you may add your proficiency bonus to the attack roll of an allied creature within 10ft. of you.

Quick Summoning

As an action, you may summon an aetherial ally as though you just completed a long rest. You may do so once, use of this tactic recovers after a long rest.

Rouse

When your aetherial ally takes its action within 30ft. of you, as part of their action you may empower it further. For a number of rounds equal to your Intelligence modifier, add your Intelligence modifier to the damage rolls and healing effects of your aetherial ally.

Spreading Strike

When your aetherial ally takes the attack action, as part of their action you may empower them. They may make a second attack on a creature 5ft. from the first target.

Switching Step

As a bonus action, you may switch places with your aetherial ally instantly if they are within 60ft. of you. This does not provoke attacks of opportunity.

Tactics Points

You have developed a head for tactics during battle. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Aetherial Ally

Beginning at 2nd level you learn to summon an aetherial creature to assist you in battle. The creature is friendly to you and your companions and obeys your commands. Nymian Scholars are able to summon Eos or Selene.

In combat, your aetherial ally acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If your aetherial ally is reduced to 0 hit points, its body dissipates into a fog of magical energy which remains intact for one minute. You can use your action to touch it and expend a spell slot of 1st level or higher. Aetherial ally's body returns to life after 1 minute with all its hit points restored.

You summon your aetherial ally when you complete a long rest. At this time you can summon a different aetherial ally. The new summon appears in an unoccupied space within 5 feet of you, and you choose its stat block. If you already have an aetherial ally from this feature, it vanishes when the new summon appears. The summon also vanishes if you die.

Critical Heal

Starting at the 2nd level, your healing spells have the potential to cause a critical heal. When you cast a healing spell and one of the die results in its highest possible result. Roll another die of the same value and add that number to the amount of hit points recovered. A critical heal may only occur once per healing spell.

Nymian Healer

Starting at 6th level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your proficiency bonus + the spell's level.

Adloquiem

Starting at the 10th level, when you cast a spell of 1st level or higher to restore hit points to a creature, you may expend one us of tactics to empower the heal. Your healing spell creates a protective ward on the creature, granting them temporary hit points equal to the hit points recovered for 10 minutes. If a critical heal occurred, the target gains additional temporary hit points equal to half of the amount of hit points recovered.

Nymian Savior

Starting at the 14th level, when you cast a healing spell which will not grant temporary hit points, that creature gains 1d10 temporary hit points.

Grand Design

Beginning at 14th level, the maximum number of tactics you may use before a rest increases by 2.

According to Plan

Beginning at the 14th level, you recover half of your expended tactics uses when you roll for initiative.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes