Wizard
Base Class: Wizard

Arcane Savants are exceptionally gifted individuals in the Arcane Arts who are able to see through the fabric of each spell and gain knowledge not available to most. While most wizards are able to attain power and understanding of the arcane through their relentless studies alone, the Arcane Savant possesses innate genius that pushes the boundaries even further able to alter their spells to be more effective against foes.

Exousia Arcana

Beginning at 2nd level, you have uncovered he mysteries of empowering your arcane spells. Your arcane spells has bonus Spell Save DC by +1 and Spell Attack +2. This bonus increases to +2 Spell Save DC and +4 Spell Attack at 10th level.

Metamorphic Arcana

Starting at 6th level, you learn the mystery of altering the nature of you arcane spells. When you cast arcane spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it.

Exousia Arcana (Improved)

At 10th level you further enhance Exousia Arcana increasing your bonus to +2 Spell Save DC and +4 Spell Attack.

Esoteric Arcana

Beginning at 10th level, your extensive studies and unique mind has uncovered a mystery not available to the vast majority of Arcanist. When you cast an arcane spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. You can use this feature a number of times equal to your intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Ultimus Arcana

Starting at 14th level, you reach the capstone of your journey in understanding the mysteries of the Arcane Arts that you are able to alter the nature of your spells to ignore defenses against it. When you cast an Arcane Spell you can penetrate through Resistance and immunity of the target(s).

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a short or long rest, you take 2d6 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d6. This damage ignores resistance and immunity.

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