Base Class: Wizard
So you apparently thought we weren’t tanky enough? Well take the martial side for a level and have about as much health as a barbarian. Did you think that you didn’t have enough options once you have prepared your spells for that rest? Well take a dip into the spell side and get ready for options.
Cultist rituals
You have a choice to make, either go to the martial side and heavily increase your damage output, or take the spell side and infuse wild magic affects to your spells at no risk to yourself
Martial
You have learned how to infuse your spells to your weapons and that’s not even mentioning the different weapons you have been experimenting with. You gain proficiency in all melee weapons. Additionally, when you use a melee weapon, you can cast a spell targeting the creature you hit, however you must use the corresponding spell slot and you must declare the infusion before the rolls are made but if you miss the spell retains on the weapon until you successfully attack something. You can stack up to three spells on a weapon but they must be individually infused
Spell
You have learned how to inflict chaos but at a safe distance. Any time you cast a spell of any sort you can roll on the wild magic table and the result happens at where the center of the spell is. You are also now immune to all negative affects of the wild magic table. (Example: the wild magic causes a fireball when you casted shield, you would take no damage but everyone else who doesn’t have this ability can be affected, you can generally tell wether or not the affects would potentially be harmful to you or not)
Health manipulation
Gain a tremendous amount of hit points and start tanking like a champ, or or mark your targets to deal four times the damage dealt to you and watch your enemies burst into oblivion.
Martial, health boost
I bet One Shot Questers will still think you can die to a d4 now.
You gain a d12 per wizard level for your hit dice in addition to your usual hit dice. The first one is an automatic 12 for your max hit points.
Spell, revenge boost
You can now mark your enemies with a sigil similar to that of a lich however, this sigil instead of preserving a soul it decays it. Whenever something move within five feet (10 for bug bears) you can use your reaction to mark your sigil on the target. Whenever you take damage the target suffers 4 times the amount of damage you took. The damage suffered is necrotic or psychic whichever one the target isn’t immune to. Default is necrotic for resistance purposes.
Damage consistency
Use your health as a resource of mass destruction or make sure that your foes have a much lower chance of succeeding their saving throws against you.
Martial, damage leak
You have now learned how to imbue your vary life force into your strikes allowing them to hit more reliably and do a lot more damage at the cost of your life. You gain the following benefits:
When ever you roll to hit and you miss, you can take that unmodified roll in necrotic damage to reroll. You must take the new result.
Whenever you successfully attack you can roll extra dice to deal necrotic damage to your self to do extra necrotic damage to the target. (Example: you hit a target with a great axe and you roll a 4 on the d12, you can take a d12 of necrotic damage to yourself to do an additional d12 of necrotic damage to your opponent, you could do this any number of times you want)
Whenever you fail an ability check you can take necrotic damage equal to the roll plus two times the modifiers to reroll the check potentially succeeding. This is highly advised against because it reroll additional things like bardic inspiration dice and it can easily deplete your health easily. You can only reroll once per check
Spell, divination debuffs
Anytime a target needs to make a saving throw, you can roll 1d20 and choose wether or not the target use that roll instead of the natural roll. This does not allow you to see what the Dm rolled it just lets you choose wether or not they use the secret roll. This ability doesn’t negate modifiers
Ultimate versatility
Temporarily become darn near invincible, or have your entire spell book always prepared.
Martial, god mode
Your magic and melee have become so infused that you have figured out a way to become almost invincible on command.
You can use this ability for one minute. Once you use this ability you can’t use it again until another minute has past. While using the ability you gain the following benefits.
Your size is now gargantuan for the duration of the ability
You are immune to all damage inflicted from something that has a lower intelligence score than you. This can negate spells that way.
Skill, versatility
You can now cast any spell in your spell book provided that you have the spell book in hand and have something turn to the correct page. Additionally, you can cast non-ritual spells that are fifth level or below without expending material components provided that you have the book.
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