Wizard
Base Class: Wizard

The Three Fingers

Will of the Flame

Beginning when you select to become the lord of Frenzied Flame at 2nd level, You can cast spells from the cleric spell list along with no cost to learn them.

You also gain Proficiency in Martial Weapons

 

May Chaos Take Thee

Starting at 2nd level when you choosing the Frenzied Flame, your words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 60 feet of you, greater range at later levels. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed or frightened by you until the end of your next turn. The caster may also choose to make the target fight for them for that round. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to extending its duration until the end of your next turn or for a duration up to 10 minutes. However, the effect ends if the creature can neither see nor hear you.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect.

Madness

Beginning at 6th level, when a creature you can see within 60 feet of you attacks you or an ally, you can use your reaction to divert it  and attack another creature within it's movement range while using the attack’s range. The attacker must make a WIS saving throw, on failure, the attacker must target the creature that is closest to it and or within it's range of movement to attack, not including you and allies or itself. On success, you can’t use this feature on the attacker again until your next turn. (At least one round must go by of you not using this feature before you can do it again)

You can use this feature before or after you know the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

Spread Thee Frenzy

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

Inescapable Frenzy

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature become your thrall turning them into an ally to you and your friends if it fails a wisdom saving throw.

Previous Versions

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8/26/2022 11:30:18 AM
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