Wizard
Base Class: Wizard

As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.

*Inspired by Circle of the Shepherd Druid Subclass

 

Creature Affinity

Beginning at 2nd level, you have significant affinity for certain types of creatures.

Choose a type of creature affinity: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.

You have advantage on Intelligence checks to recall information about your creature affinity.

You choose one additional creature affinity, at 6th, 10th and 14th level.

 

Aberrations

You have advantage on Intelligence checks to recall information about your creature affinity.

Beasts

You have advantage on Intelligence checks to recall information about your creature affinity.

Celestials

You have advantage on Intelligence checks to recall information about your creature affinity.

 

Constructs

You have advantage on Intelligence checks to recall information about your creature affinity.

Dragons

You have advantage on Intelligence checks to recall information about your creature affinity.

Elementals

You have advantage on Intelligence checks to recall information about your creature affinity.

Fey

You have advantage on Intelligence checks to recall information about your creature affinity.

Fiends

You have advantage on Intelligence checks to recall information about your creature affinity.

Giants

You have advantage on Intelligence checks to recall information about your creature affinity.

Monstrosities

You have advantage on Intelligence checks to recall information about your creature affinity.

Oozes

You have advantage on Intelligence checks to recall information about your creature affinity.

Plants

You have advantage on Intelligence checks to recall information about your creature affinity.

Undead

You have advantage on Intelligence checks to recall information about your creature affinity.

Summoners Spark

Starting at 2nd level, you gain the ability to bring forth your summoners spark to influence the world around you.

As a bonus action, you can magically conjure your summoners spark to a point you can see within 60 feet of you. The spark creates a ward in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of one of your Creature Affinities. As a bonus action, you can move the spark up to 60 feet to a point you can see.

The spark persists for 1 minute. You can use this bonus action a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

The effect of the sparks ward depends on the type of spark you manifest from the options below.

VitalityEach creature of your choice in the ward when the spark appears gains temporary hit points equal to 5 + your wizard level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the ward.

Combat. When a creature makes an attack roll against a target in the sparks ward, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the ward.

Protection. You and your allies gain advantage on all ability checks made to detect creatures in the sparks ward. In addition, if you or an ally cast a spell using a spell slot that restores hit points to any creature inside or outside the ward, each creature of your choice in the ward also regains hit points equal to your wizard level, you can only use this effect once per round.

Mighty Summoner

At 6th level, creatures that you summon are more resilient than normal. Any of your Creature Affinities summoned or created by a spell that you cast gains two benefits:

  • The creature appears with more hit points than normal: 3 extra hit points per Hit Die it has. If the creature does not have any Hit Dice then it gains 3 extra hit points per level of the spell slot used to summon it.
  • The damage from its natural weapons or weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Guardian Ward

Beginning at 10th level, your Summoners Spark safeguards the creatures that you call forth with your magic. When one of your Creature Affinities that you summoned or created with a spell ends its turn in your Summoners Spark ward, that creature regains a number of hit points equal to half your wizard level.

 

Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

Grand Summons

Starting at 14th level, Creatures that you have affinity with will protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of one 8th-level or lower Conjuration spell you know, as if it were cast with a 9th-level spell slot. The spell, must have an effect that summons at least one or more creatures. The conjured creatures appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

Once you use this feature, you can’t use it again until you finish a long rest.

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