Wizard
Base Class: Wizard

Imagine a perfect world: one in which nature and civilization exist in harmony, adapted to each other; one in which life is shaped to match its environment, and the environment is shaped to match life. That's the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance- but for it to keep up with the pace of advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine's defenses against the schemes and ambitions of the other guilds, so much the better.

Bolstering Presence

You magically emanate life-giving energy within 30 feet of yourself. As an action, you can expend a spell slot of 1st level or higher, when you do this a number of creatures equal to your intelligence modifier within range roll a number of hit die equal to the level of the spell and regain hit points equal to the number rolled, the creature doesn't lose the hit die that are used to heal.

Simic Mastery

Your studies have caused you to make your mutation magic become more powerful. The duration of your transmutation magic increases by a number of minutes equal to your intelligence modifier. In addition, you have advantage on all concentration saving throws.

At 14th level the duration increases to a number of hours equal to your intelligence modifier.

Simic Transformation

Starting at 6th level, when a creature benefits from your Bolstering Presence feature you can physically alter them, giving them special benefits. The change lasts for a number of minutes equal to your intelligence modifier or until you use this feature again. 

Benefit Options;

  • Darkvision out to a range of 60 feet
  • An increase to speed of 10 feet
  • Proficiency in Constitution saving throws
  • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)

Symic Mutations

Your experiments have sparked a great curiosity in you, as you wonder what would be like to have special appendages or traits you wouldn't normally have. Starting at 10th level you gain darkvision of 60 feet or if you already have darkvision it increases by 60 feet, you graft ray-shaped wings to your body so when you fall and aren't incapacitated, you can subtract up to
100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend, you attach a thick shell to yourself causing you to have a +1 to your AC when you are not wearing heavy armor, and finally, you grow gills allowing you to breath air and underwater. Additionally, you have advantage on all constitution saving throws, as you enhance your immune system.

 

Simic Growth Chambers

Your time experimenting has caused you to learn how to create the growth chambers you used for those experiments. Starting at 14th level, you can spend 2000 GP and 24 hours spread across 3 days to create a Simic Growth Chamber. You can have a number of chambers equal to your intelligence modifier, if you try to create more then you begin having trouble maintaining them and the newest one fail. Others can manage the new ones if they have an intelligence score of at least 16 and spend at least 2 hours of the day to provide matanaince that you wouldn't have to. You can use the chambers to cast the spells Simulacrum or Create Magen spell without paying the spell cost, you decide when you create the chamber which one it creates. When you cast the spell in this way you can have more than one simulacrum and you do not suffer the maximum health depletion from creating the magen. At level 15 you gain the option to cast the clone spell with the chambers, at which the spell takes affect at twice the speed at it would normally for you. Additionally, you gain resistance to acid and poison damage as your experiments have caused you to adapt to spilled vials or rabid beast's venom.

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