Wizard
Base Class: Wizard

Gather the Circle Round

Wizards who align themselves with the mysterious and ancient traditions of group practitioners draw their power from shared rituals, natural forces, and the bonds of their mystical circle. These wizards blend arcane knowledge with witchcraft, using charms, hexes, and unified magic to protect their allies and curse their foes.

Level 3: Bond of the Circle

3rd Level Circle Mage feature

Your magic thrives when you work with others. When you take this subclass at 3rd level, you gain the ability to form a magical bond with up to three willing humanoids. These humanoids become part of your circle and must remain within 30 feet of you to maintain the benefits of the bond. As a bonus action, you can create or destroy this bond with a willing humanoid that is within 30 feet of you.

While bonded, you and your circle members gain the following benefits:

  • Shared Senses: You and your bonded circle members make Wisdom (Perception) and Intelligence (Investigation) checks with advantage.

  • Ritual Casting: If a bonded circle member can see or hear you, they can assist you in casting a ritual spell, reducing the casting time by half.

Level 3: Circle Casting

3rd Level Circle Mage feature

You learn additional spells that reflect your circle training. When you reach a Wizard level specified in the Circle Spells table, you thereafter always have the listed spells prepared.

Circle Spells
Wizard Level Spells
3 Hex, Lesser Restoration, Thaumaturgy
5 Bestow Curse, Remove Curse
7 Banishment, Mordenkainen's Private Sanctum
9 Geas, Reincarnate

Level 6: Circle Hexes

6th Level Circle Mage feature

Your ability to curse your enemies improves. As a bonus action, you can target a creature within 60 feet that you can see and place a curse upon them. The target must make a Wisdom saving throw. On a successful save, the target has Disadvantage on the next attack or saving roll it makes until the start of your next turn.

On a failed save, the creature is cursed for 1 minute and takes 1d6 Necrotic damage whenever it takes the Attack action. Additionally, the creature has disadvantage on saving throws against your spells.

If the target drops to 0 Hit Points before this curse ends, you or a bonded circle member may restore a spell slot of either 1st or 2nd level.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Level 10: Mystic Circle

10th Level Circle Mage feature

Your bond with your circle strengthens, allowing you to share greater magical power. While within 30 feet of a bonded circle member, you can choose to share the effects of certain spells. When you cast a spell of 1st level or higher that targets only yourself and requires no concentration, you can also affect one bonded circle member within range.

For example, casting Burning Hands allows you and a bonded circle member to make a spell attack while Mirror Image allows you both to create duplicates.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Level 14: Ritual of the Circle

14th Level Circle Mage feature

You unlock enhanced powers of your coven. As an action, you can lead your bonded circle members in a powerful ritual. All bonded circle members must be within 30 feet of you and able to see or hear you. Choose one of the following effects:

  • Circle of Power: You and your bonded circle members gain Advantage on spell attacks for 1 minute. Additionally, whenever you cast a spell using a spell slot of 1st level or higher that deals damage, you may reroll any 1 rolled on a die and must use the new rolls.

  • Circle of Protection: You and your bonded creatures gain resistance to all damage for 1 minute. Additionally, you all gain temporary hit points equal to half your wizard level + your Intelligence modifier.

Once you use this feature, you cannot do so again until you finish a long rest.

 

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