Wizard
Base Class: Wizard

your learned the limits of reality your spells and magic  exploit the loopholes in reality´s rules but be careful if you push to hard reality will bend back against you 

arcane loopholes

Beginning when you select this school at 2nd level you learn to push the limits of reality choose two exploits each one has an passive affect an active affect and a consquence that triggers when you roll a d4 after using the active affect and you roll a 1 

costless arcanum

passive:learn 2 wizard cantrips 

active:cast a spell without expending the spell slot 

consquence:the spell is not cast and the spell slot is wasted 

creations loop

passive:gain temp hit points equeal to your wizard level at the begining of every turn 

active:cast alter self as an action

consquence:your failure to manipulate the matter of your own body leaves you covered in blisters and rolling in death take 3d6 necrotic damage 

destructive resonance

passive:add your int mod to your cantrip damage 

active:make a spell attack that hit an critacal as a bonus action

consequence:take 2 + the spell level d6 force damage as the power resonates back at you

parrarel aracanum

passive:you gain advantage on concentration saves 

active:as a bonus action when you cast a concentration spell as an action and you already have an concentration spell active you can have both run at once 

consquence:both spells end and every one within 30ft of you takes 2d6 force damage in a burst of arcane power 

spacial displacment

passive:your speed increases by 10 ft 

active:teleport 15 ft on your turn no action 

consquence:space trips you up making it hard to dodge for the rest of the round all attacks have advantage on you and you have disadvantage on dex saves 

temporal dissonance

passive:add plus 5 to your intative rolls 

active:as an reaction make an attack roll have disadvantage on you if already had disadvantage on you it misses 

consquences:get displaced in time for the rest of the of the next 1d6 rounds  you return to your oringal location when the time is or the nearest space if someone is there 

untamed truth

passive:learn a new spell from any spell list 

active:cast a spell you do not know of a level you can cast make an arcana check with a dc of 10+the spell level if you fail automatcaly trigger the consenqunce 

consquence:roll an the wild magic table and do not cast the spell

 

weaving charge

passive:add twice your prof mod to attack rolls and saving throws for your spells

active:when someone casts a spell within 30 ft of you can attempt to counter spell it if successful your next spell add the level of the spell you counter spelled to the attack roll or saving roll dc 

conseqence:lose 1d6 levels of spell slots 

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

push the boundries

Starting at 6th level, you learn a addtinal arcane exploit you also gain 6 push points used to use the three metamagic options you learn at this level 

solidify rules

Beginning at 10th level, when someone within 30 ft of you fails an attack roll saving throw or ability check you can spend an reaction (or an action if you failed) to give all creatures within 30ft of you disadvantage  on similar rolls (at dm discretion) till the end of the round 

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Comments

Posts Quoted:
Reply
Clear All Quotes