Wizard
Base Class: Wizard

Countless... countless... countless hours you have spent solely on your research alone. It's time to put it to practice.

Necromantic Surge

You can consume all of your spell slots, all of your soul points, and all but 1 of your HP points as an action. If you do this summon any creature with a CR bellow 30 as a undead under your control. If you die this undead becomes feral, and will act on its own accord.

Dark Recovery

When you kill a creature, regain hit points equal to your wizard level.

Soul Bargaining

You have max Soul points equal to double your wizard level. You can use any amount of soul points desired as a bonus action to apply the following effects to an attack or spell.
- Deal an extra 1d6 damage per soul point
- Push the enemy back 5ft per soul point
- Ignore 1 point of AC per soul point
You regain 1d4 soul points upon killing an enemy, and therefore absorbing its soul.

Forbidden Arcana

Penetrate 1 point of AC, and add -1 to saving throws against your spells. You are now able to cast two spells on your turn, you must first cast a spell to cast another spell. You cannot cast a spell then do any other action then casting a spell. When you do this, deal damage to yourself equal to double your wizard level.

Reckoning of Shadow

You can create or rise undead using your soul points. To create an undead, expend any amount of soul points desired. Its max HP is equal to 4x the amount of soul points used. It can take on the form of any creature you have killed in the past week. The default size is medium, if you wish to create a larger creature, size can increase for every 10 soul points used. You can only create 1 undead at a time starting at level 2, but this increases by 1 every 2 levels. Where these undead are created is determined by you, but must be within sight and in a 60ft radius of yourself. To raise an undead, divide their max HP by 8, that is the amount of soul points required to summon them. Every time you use a soul point in this way, take 1 necrotic damage.

Preserve Darkness

You can directly absorb a number of enemies equal to your prof bonus into you, and expel them as undead as a bonus action. These undead will have half of their max HP, and are completely controlled by you.

Wise as Oak

You have a sense for the world around you from years of experience. You can now sense the intent of a creature to use any form of magic. Roll arcana to pinpoint exactly what this magic is. A 5 or below you cannot tell. A 10 to 6 will tell you the origin of the magic (divine, arcane, evil).  A 15 - 11 will tell you additionally what school of magic it is (evocation, transmutation, divination). A 20+ to 16 will tell you the exact type of magic the user is intending to use, its name, and its origin. With this information, you can use your reaction to potentially dodge the magical effects, but you can only do this when the creatures turn starts. When you do this tell your dm a prediction of what magic you think you will be blocking. If this prediction is correct you receive no effects of the spell and if it were to do damage you reflect half of it back to the creature. If your prediction is incorrect you suffer the worst possible effects of the spell, and if the spell were to deal damage receive maximum damage.

Archmage Technique

Select your Archmage Technique:

Create

Conjure a creature with a CR rating equal to half your level + your INT Modifier. This creature is completely friendly and you have complete control of it. You can only conjure a creature using this feature once per long rest. Consult your DM for exceptions to conjuring rules.

Destroy

If you land a critical hit on an enemy with a spell, deal double max damage plus 50 of the spells damage type. This effect can only be triggered once per long rest. You can select to abstain from using this ability on a given critical hit. If an enemy is killed in this way, all creatures within a 15ft radius of the creature killed take the max damage of the original spell.

Restore

You gain the spell True Resurrection and can cast it once per long rest with no cost. Once per long rest, if you were to fall in combat, restore yourself completely including all resources such as spell slots, and charges for magic items (exception 1 time use items).

Previous Versions

Name Date Modified Views Adds Version Actions
2/13/2024 2:26:51 AM
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2/15/2024 3:24:43 AM
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