Wizard
Base Class: Wizard

You focus your study on magic that protects allies and hinders foes. Some warders find employment in military forces, serving as make-shift medics or masterful tacticians. Others favor a life of study, performing experiments from afar that manipulate the weave for grandiose—or nefarious—purposes.

Arcane Savant

Beginning when you select this school at 2nd level, you gain proficiency in the Arcana and Investigation skills. Your proficiency bonus is doubled for ability  checks you make using these skills.  

Zone of Warding

Beginning at 2nd level, you can create areas of safety for your allies using the fabric of the weave itself. 

As a Bonus Action, you can expend a spell slot to create a 10 foot radius Zone of Warding centered on a point you can see within 60 feet of you. This Zone of Warding has a Warding Level equal to 1+the level of the spell slot used to create it. 

While within a Zone of Warding, you and all friendly creatures:

  • Gain a bonus to armor class and saving throws equal to the Zone’s Warding Level
  • Gain Temporary Hitpoints at the end of each turn equal to your Intelligence modifier. 

Hostile Creatures must expend an additional foot of movement when moving into or through an area within a Zone of Warding. 

While multiple Zones of Warding may overlap one another, a creature may only benefit from or be hindered by one Zone of Warding at any given time. 

A Zone of Warding lasts until the end of your next turn. 

Reactive Warding

Starting at 6th level, your mastery of technique allows you to ward areas with great haste. 

You may use either a Reaction or Bonus Action to establish a Zone of Warding.

You may choose to establish a Zone of Warding after a creature has made a saving throw or an attack roll has been made against it, but you must choose to do so before the DM reveals whether a creature has succeeded or failed, or before the damage of an attack is resolved. 

Forbidding Warding

Beginning at 10th level, your wards further inhibit your foe’s, limiting their ability to enter within.

When starting their turn within or entering a Zone of Warding for the first time on a turn, a hostile creature must make a Charisma saving throw against your Wizard spell save DC. On a failure, they enter the Zone and their speed becomes 0 until the start of their next turn. While their speed is reduced in this way, a creature can not benefit from any bonuses to speed and can not take reactions. On a success, their speed is reduced by 10 until the start of their next turn. 

 

Invulnerable Warding

Starting at 14th level, your warding is powerful enough to cancel the effects of lesser spells. 

Your Zone of Warding now offers the same benefits of the Globe of Invulnerability spell, with the exception that your Zone of Warding offers protection against spells of a level equal to its Warding Level -2.

Comments

Posts Quoted:
Reply
Clear All Quotes