Wizard
Base Class: Wizard

Hello there adventurer! I am Alphonso: Co-Captain of The EELS, Owner of Mix-uns n' Fix-uns, magical advisor to King Alfred Rheggan, aaaaaaaaaand current interdimensional explorer and researcher! I see you've discovered my research and wish to study how to affect the universe's plot! I've been using Plot Magic to keep the PC's of my worlds in check but if yours are anything like mine, you have your work cut out for you! My personal AND TRADEMARKED brand of magic is designed to twist luck and fate to create the narrative you want! It takes a strong mind to handle! Your companions will often question your abilities.... But they'll quickly get over it when they see how awesome you are! So good luck, and bend fate and reality responsibly!

P.S., If you master this school, seek me out. There's something strange going on and while I, Alphonso, am amazing, more Plot Wizards would definitely help me out...

Plot Armor

The wizard has the ability to ensure that those bound by fate stay alive to fulfill their destiny. Beginning at second level when this school of magic is selected, the wizard gains a pool of d6's equal to half of their intelligence modifier rounded up (Minimum 1). When the wizard or their ally within 30 feet is hit with an attack the wizard may use one of these d6's to roll and add its result to the target's AC . Likewise, if the wizard or their ally fails a saving throw, the wizard may use their reaction to spend one of their d6's to add its result to the saving throw. This effect lasts until the start of the wizards next turn. A target cannot receive the benefits of this ability more than once per battle round. The wizard regains all uses of this ability after a short or long rest.

Convenience

Fate smiles upon the Plot Wizard granting them uncanny luck at having precisely what they need, precisely when they need it. At sixth level, if the wizard takes ten minutes searching through their belongings and succeeds on a DC 10 INT check, they may produce any non-magical object weighing at a maximum of 3 pounds. This object could be generic such as a spell component, or specific such as the key to a particular door. If the object is specific, this ability does not create a copy of it, rather it relocates the original. Once created, the object lasts for one hour before it vanishes (or returns to its original position). The wizard must complete a long rest before using this ability again.

Metagaming

To the Plot Wizard, the world is a stage and with proper training, one can take a peek at the script. at tenth level, the wizard may use a  bonus action to target one creature and learn its trajectory for its next turn. The target must make a Charisma saving throw. On a failure, the DM informs the wizard on the targets next turn. This includes the destination of its movement, and the targets of any actions it may take. If its action specifies an area of effect rather than a specific target, the DM may divulge which action it is taking, but doesn't have to specify the area affected. On a successful save, the wizard is informed of the target's intended movement, but nothing else. The Wizard may use this ability a number of times equal to half of their intelligence modifier rounded up. Uses of this ability replenish after a Long rest.

NOTE: This requires the DM to commit to what they tell you! I strongly recommend you talk to your DM about this feature before using this subclass. Have a conversation to workout how you both want to handle this ability

Deus Ex Machina

The plot wizard's fate is bound to that of the universe. Thus fate itself intervenes in their hour of need. At 14th level, when the wizard's hit points reach zero, Fate intervenes with the following effects:

  • The Wizard and all of their allies within 30 feet regain hit points equal to the wizards level plus their intelligence modifier.
  • The Wizard gains the benefit of their Arcane Recovery ability

You can use this ability once per long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes