Wizard
Base Class: Wizard

You've dedicate yourself to the development of a powerful wand.

Shoulder Wand

When you reach 2nd level, you've finally managed create your own unique type of magic wand. This wand is so specialized that only you are capable of wielding its power. This wand is abnormally large and requires both your hands to operate. The wand holds a number of charges equal to double your Intelligence modifier. As an action, you may expend one of these charges to make a ranged spell attack against a target within range (range 40/120) that you can see. The wand deals 1d12 force damage. The wand regains all expended charges daily at dawn.

The wands damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

*If your unique wand is ever broken, you are capable of repairing it after 2-4 hours of careful work. If your unique wand is lost or destroyed you may fashion a new one in 1d4+1 days, assuming you spend at least 4 hours each day on the project.

Shoot & Scoot

At 2nd level you quickly learn how best to use your unique wand in combat. Gain a +2 bonus to spell attack rolls you make with your unique wand. While you aren’t wearing armor, you gain a +2 bonus to your AC and proficiency in Stealth.

Spell Force

Starting at 6th level, your experiences using your unique wand have taught you how to focus your magic to better assist you in combat. As a bonus action, you may expend one charge to perform one of the following with your unique magic wand:

(Spell Force save DC = Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier)

Converging Forces
You take careful aim with your unique wand, attempt to prevent your shot from missing its intended target. Choose one creature within range as your target. You gain advantage on your next ranged spell attack against that target using your unique wand.

Arcane Shift
You take careful aim with your unique wand, attempting to cause your target to topple to the ground. If your ranged spell attack using your unique wand hits, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Essence Flux
You focus your unique wand's magical power to attempt to temporarily disable your opponent. If your ranged spell attack using your unique wand hits, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of its next turn.

Arcane Reverberation
You take careful aim with your unique wand, attempting to disarm a target creature, forcing it to drop one item of your choice that it’s holding. If your ranged spell attack using your unique wand hits, the creature suffers normal damage and must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Arcane Bolt
You
increase the severity of the ranged spell attack damage of your unique wand. If your next ranged spell attack using your unique wand hits, you can roll one additional damage die when determining the damage.

Arcane Lance
You focus your unique wand's magical power to attempt to fire through multiple targets. On your next ranged spell attack against a creature using your unique wand, if you hit, every creature in a line directly behind the original target creature, and within your first range increment, must make a Dexterity saving throw. On a failed save, these creature suffers the same damage dealt to the original target or half as much on a success.

Recharge

Upon reaching 10th level, you learn how to quickly recharge your unique wand. Setting a gem worth at least 50 gp into your unique wand causes it to instantly regain any expended charges. The color of the gem will temporarily change the wands damage type (see below). The damage will return to normal and the wand will regain all expended charges daily at dawn.

Red Gems: Fire
Orange Gems: Force
Yellow Gems: Lightning
Green Gems: Necrotic
Blue Gems: Cold
Violet Gems: Psychic
White Gems: Radiant
Black Gems: Acid

*Your DM decides if setting a gem into your unique wand to recharge it consumes the gem in the process.

Wand Cannon

At 14th level you may add your Intelligence modifier to the damage you deal with your unique magic wand and you deal critical damage on natural rolls of 19 and 20. Additionally, your wand regains one expended charge on a critical hit roll.

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