Wizard
Base Class: Wizard

Only a few people know about the Order of the Awoken, and even less people are part of it. The Order is responsible for protecting and guarding the mysterious Shard of Aerum, and to become a member you must not only possess some knowledge of the arcane, but you must pass several rigorous tests and survive the various arcane enhancements made to your mind and body, after this you begin your journey into the Order, although you are only truely one of the Awoken after surviving and passing through The Gauntlet.

Awakened Mind

2nd-level Arcanist feature

As you begin your journey with the study of the Arcane, your mind is imbued with knowledge of Arcane mysteries and it's language. You gain expertise in the Arcana skill.

You learn additional spells when you reach certain levels in this class, as shown on the Awakened Spells table.

Each of these spells counts as a class spell for you, but it doesn’t count against the number of spells you know. You can add these spells to your spellbook upon learning them, without expending any gold, and prepare them as normal.

Awakened Spells

WIZARD LEVEL SPELLS
 2nd  mage armor, absorb elements
3rd hold person, lesser restoration
5th counterspell, dispel magic
7th black tentacles, secret chest
9th arcane handgreater restoration

 

Seal of the Arcane

2nd-level Arcanist feature

You learn to invoke ancient magic to activate your Seal that surrounds you in a protective barrier. This Seal Grants you the following benefits:

You can use a bonus action to activate your Seal, which lasts for 1 minute. It ends early if you are incapacitated or knocked unconscious. You can also dismiss it at any time (no action required).

While your Seal is active, you gain the following benefits:

  • You create a magical ward on yourself that gives you temporary hit points equal to your wizard level plus your intelligence modifier.
  • Whenever you cast a spell of 1st level or higher, you regain a number of hit points equal to two times the level of the spell.
  • Your walking speed increases by 10 feet.

You can use this feature only two times per short rest.

Empowered Seal

6th-level Arcanist feature

As you awaken the magic within yourself, the power of your Seal is bolstered.

While your Seal of the Arcane is active, you gain the following benefits:

  • You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
  •  When you attack with a weapon you are proficient with, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • You gain resistance to one damage type of your choice between cold, fire, lightning, necrotic, poison, psychic, radiant and thunder damage.

Pearl of Power

10th-level Arcanist feature

When you cast a spell using a spell slot of 4th level or lower, you can condense the spell’s magic into a pearl. The spell is frozen in time at the moment of casting and held within a purple pearl for 8 hours. This pearl is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.

A creature holding the pearl can use its action to release the spell within, whereupon the pearl disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.

Once you create a pearl with this feature, you can’t do so again until you finish a short or long rest. Only one pearl can exist at a time, once you create a new pearl the previous one is destroyed.

Arcane Surge

14th-level Arcanist feature

On your turn, if your Seal of the Arcane is active, you may consume the seal ending it's effect early. When you do so you can you use it's pure arcane energy to grant you one of the following effects:

  • You may take one additional action to cast a spell during your turn.
  • You may temporarily remove concentration from the next spell you cast. The spell will last for it's full duration.
  • You may give your allies within 30 feet of you the effects of your Seal, granting them temporary hit points equal to your wizard level plus your intelligence modifier and whenever you cast a spell of 1st level or higher, your allies regain a number of hit points equal to two times the level of the spell. This effect lasts for 1 minute or untill you activate your Seal of the Arcane again.

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