Wizard
Base Class: Wizard

Hit Points

Hit Dice: 1d8 per level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

Proficiencies:

Armor: None

Weapons: Simple weapons, Daggers, darts, slings, quarterstaffs, light crossbows

Tools: None

Saving Throws: Intelligence, Wisdom

Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

 

Spell slots are the same as a Wizards.

Can use any spell you have without having to memorize them (like a Sorcerer)

Can select spells from the Wizard, Sorcerer, or Cleric list.

Rune's are your spell book. You tattoo Runes upon yourself. If you decide to swap out a spell, it will take a weeks’ time to remove it and then tattoo the new spell in it's place. Same with moving tattoos around.

Charged Rune

At 2nd Level, you can use components to pre charge up to two runes. these are active and can be used as a bonus action to cast with a simple command word

If you are cut with a slashing weapon on a charged tattoo, there is a 10% chance the spell will activate causing it to explode and effect the caster and anyone in a 5' range of them. The damage is based upon the spell level. It starts at 1d10 as a cantrip and adds a d10 for each level, thus a 4th level spell could explode and cause the caster and anyone in an immediate 5' range 4d10 of damage. The caster cannot evade and will take the full damage. Anyone else can try to dex save for ½ damage

Mental Madness

At 6th level you can ignore damage that would normally place you at below zero HP (you keep track of negative HP’s) for 1 min while you concentrate upon a single foe until the duration is up or the foe is dead. At the end, you automatically fail 2 death saves if not healed and drop unconscious. You must be healed of all the negative HP to at least zero by the end of the duration. If you try to deviate or change tactics during this time, it is as if you are willing give up and lose the two death saves and become unconscious.

Mental Madness 2 - Charged Rune 2

At 10th level you can redirect your energy to a secondary foe if the first one drops before the duration expires. You still need to be healed of all negative damage  as before or lose 2 death saves.

You gain an additional Charged Rune.

Mental Madness III

At 14th level you gain the ability as Mental Madness II, however  you lose 1 death save at the end of the duration if not healed.

Comments

Posts Quoted:
Reply
Clear All Quotes