Wizard
Base Class: Wizard

Born under special stars or places where the boundaries of reality are particularly thin, these magic users have a natural affinity for finding the weak points in reality. With years of training and study a summoner can learn to reach out and touch these tears and once they know how they can even call things through.

Minions of Chaos

A summoner releases their grasp of any spells outside of the school of conjuration in exchange for the power of minions of chaos. Use spell slots to Call forth minions of chaos.  A minion of chaos needs to be prepared at the start of the day to determine if you want to damage or heal. The minion will deal a random damage or healing type based on it's intention. a d12 will determine the damage/healing type. When summoned a Thunderwave leveled to the level of the spell slot used will be generated on the location the minion is summoned and if it hits anything the minion will be stunned for a number of turns corresponding to the level of the spell slot used. Minions of Chaos disappear on long rests.

d12 Damage Type
1 Acid
2 Bludgeoning
3 Cold
4 Fire
5 Force
6 Lightning
7 Necrotic
8 Piercing
9 Poison
10 Psychic
11 Slashing
12 Thunder

  Gain the ability to summon an extra minion at levels 7, 13, and 20

At 20th level your mastery of your minions has grown to such an extend that they sacrifice themselves for you. When you have a minion summoned any damage you take is redirected to them in it's entirety. Minions of Chaos no longer disappear after a long rest. 

Minor Conjuration

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

Benign Transposition

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

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.

Durable Summons

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.

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