Base Class: Wizard
The Creation tradition is a new tradition where mages and wizards seek innovation in the arcane arts and new ways to test their abilities. Most Creation mages are young, looked down upon and are viewed as reckless and unsafe by the older and more established traditions. They also tend to have less of a repertoire of spells due to spending less time studying and more time experimenting. This lesser repertoire does by no means mean that a wizard from this tradition is lesser than their peers, in fact, quite the opposite. By attuning themselves to the stuff of magic, a wizard who utilizes creation magic can make lesser spells far more powerful than they would otherwise be and as they become more learned in this school, gain access to powerful abilities that their peers would surely be jealous of.
This sub-class requires a lot of input from your DM, so make sure you're in regular contact with them as you level up your wizard
Additional Information:
An effect may be taken multiple times, in which case its effect either increases (e.g. 1D8 becomes 2D8) or you can choose another effect of the same type (e.g. choose Poison AND Fire damage).
In the case of an effect that has a base number larger than 1, if taken again, the effect only increases by 1 rather than the number stated on the effect. E.g. an effect reduces an enemy’s statistic by 2 when first selected, but further selections only increase by one (2 becomes 3).
The duration of a spell is, by default, 1 round in the case of effect type spells or instantaneous for a damaging spell.
Cube, Cone and Sphere range types may not be combined with one another, but any of those may be combined with Self, Ranged Attack, Range or Touch Attack. In the case of Ranged attack, this covers designating a hostile or friendly creature as per normal or selecting an unoccupied spot within range of the spell.
Spells you have created previously may be revisited later and improved with newly gained Innovation points. If this is done the 2 Innovation points normally gained for creating a new spell are not added, only the points for the spell level it will be are. E.g a level 3 spell becomes a level 5, when first created it has 5 Innovation points and when revisited later, say at a level 5 spell, it has a total of 7 Innovation points (2 at creation +3 for being a level 3 spell first, then +2 for modifying it to a level 5 spell). This act takes the place of selecting one of your new spells upon gaining a level and may only be done once per level up.
Due to the radical and new nature of them, all spells created in this manner require an Arcane Focus, Verbal and Somatic gestures and require an action to cast and do not benefit from any abilities that remove those requirements. Materiels are not required for the casting of these spells, but talk this over with your DM if you want to add them and see what materials would fit if you want to use them instead of an arcane focus.
Pre-existing spells (such as those in the Player’s Handbook or in any other official Dungeons and Dragons book) cannot be affected by this tradition.
Summoning requires 2 Innovation points and 2 Innovations to modify at later levels. You may either double the number of creatures summoned or double the CR used to summon. E.g ⅛ becomes ¼. Summoning may not be combined with the ‘self’ or ‘touch’ range types. Because summoning has these restrictions, your character will likely be unable to create this until later levels.
Any spell that has a damaging effect and does not have a Cube, Cone or Sphere effect, must be combined with either a Ranged attack or Touch attack. Spells with damaging effects centered on the caster must be combined with either the Cube, Cone or Sphere range types and do not affect the caster, but will affect anyone caught in the range of the spell effect.
Innovative Spell Casting
Starting at 2nd level you gain the ability to create spells of your own. When this feature is first gained (and every time you gain access to a new set of spells), you may create a single spell instead of choosing from the list of available spells for that level (e.g. your character has just gained access to level 2 spells, they may then trade in their current selection of two new spells to create one new level 2 spell). Of course how these spells look and behave in game is completely up to your imagination, however, they must fit into one of the schools of magic (e.g. evocation). Make sure to work with your DM when creating new spells so they are aware of the spell and can help you fit it into the most appropriate school.
When leveling up and not gaining access to a new set of spells, your character MUST select from the list of spells available to them as a wizard.
Creating a New Spell:
When creating a new spell there are several tables for you to utilise and you MUST select at least one option from the Ranged table AND from either the Effects or Damage tables. If you have more Innovation points you may then select effects from any combination of the three tables.
Innovation Points:
At the beginning of creation, each spell has 2 Innovation Points in which you may invest in the three tables below (each effect requires one Innovation point unless otherwise stated). You have a number of Innovation Points available equal to the level of the spell being created in addition to the 2 Innovation points granted for creating a new spell (e.g. a new level 3 spell will have 5 Innovation points; 2 for creating a new spell plus 3 for being a 3rd level spell). The spell created then requires an equivalent spell slot in order to be cast (e.g. a 2nd level spell requires a level 2 spell slot to cast).
Range Table:
1) 60 ft Ranged Attack or 60ft Range
2) 10 ft Cube
3) 15 ft Cone
4) 10 ft Sphere
5) Touch Attack or Touch (does not use an Innovation Point)
6) Self (does not use an Innovation point)
7) Select another compatible* target for your spell.
*compatible in this case will allow you to target one other creature or the same creature again within range of the spell.
Damage Table:
1) The spell inflicts 1D8 Fire Damage
2) The spell inflicts 1D6 Psychic Damage
3) The spell inflicts 1D8 Cold Damage
4) The spell inflicts 1D8 Bludgeoning Damage
5) The spell inflicts 1D8 Thunder Damage
6) The spell inflicts 1D8 Piercing Damage
7) The spell inflicts 1D6 Force Damage
8) The spell inflicts 1D8 Lightning Damage
9) The spell inflicts 1D8 Acid
10) The spell inflicts 1D8 Necrotic Damage
11) The spell inflicts 1D8 Slashing Damage
12) The spell inflicts 1D8 Radiant Damage
13) The spell inflicts 1D8 Poison Damage
Effects Table:
1) Reduce a target's ability score (chosen when this effect is selected) by 2, this requires a saving throw related to the ability being reduced.
2) Damage dealt restores half of the inflicted damage in hit points for the caster or a friendly target within sight of the caster (must be combined with necrotic damage from the Damage Table, and the friendly recipient may not enjoy the chilling effects of health restoration :D)
3) Choose one condition effect from Appendix A in the Player's Handbook (all are available including exhaustion, in which case the effect is one point of exhaustion per 2 Innovation points invested and may not go above exhaustion level 5) and apply a relevant saving throw, (e.g. poisoned requires a CON save. If the effect is a beneficial one, such as invisibility to be cast on an ally, the target needs to only make a saving throw if the ally chooses to resist the spell). If you are unsure of what saving throw to add, talk it over with your DM.
4) Give a bonus to Saving Throws equal to your INT modifier.
5) Add 2 rounds to the duration of the spell.
6) Impose disadvantage on a saving throw OR attacks. You may take this option a second time to impose disadavantage on both.
7) Remove either the verbal OR somatic requirements of the spell (this effect may be taken a second time to remove both requirements)
8) Give resistance to a type of damage and deal damage to a melee attacker when they hit the target (must be combined with chosen damage type from the Damage Table and resistance granted is determined by the damage chosen). Subsequent choices of this effect increase the damage dealt, but does not offer immunity to the damage type.
9) Give a bonus to AC equal to your INT modifier ( can only be combined with touch, self or ranged attack types).
10) Add the concentration effect to the spell.
11) Make this spell use a reaction instead of an action.
12) Double OR halve the movement characteristic of the target. You may choose this effect again to grant an extra action OR remove an action from the target at the cost of 2 Innovation Points.
Summoning Table:
Summoned creatures must not be humanoid. And players, be nice to your DM.
1) You may summon one creature with a CR rating of 1
2) You may summon two creatures with a CR rating of 1/2
3) You may summon four creatures with a CR rating of 1/4
4) You may summon eight creatures of with a CR rating of 1/8
5) You may summon twelve creatures of with a CR rating of 0
Desperate Manipulation
Desperate Manipulation:
At 6th level you gain the ability to manipulate your spells in the moment. Doing so allows you to re-roll any of your damage dice OR increase the Spell DC of one of your spells by 4. This ability may only be triggered after seeing the results of your damage dice or after finding out what the saving throw was of your target/s.
You may use this ability a number of times equal to your INT modifier.
Every use of this ability after the first imposes one point of exhaustion upon you. Exhaustion levels from this ability are reset after a long rest.
Uses are regained after a long rest.
Using this ability uses a bonus action.
Defensive Reactions
Defensive Reactions:
At 10th level you gain the ability to teleport to safety and to fortify yourself against further damage as a reaction. If a creature hits you in combat you may use your reaction to teleport up 60ft to an unoccupied space within line of sight of your character. Once completed you gain a bonus to AC and Saving Throws equal to your INT modifier plus resistance to physical and elemental damage until the next time you cast a spell, once a new spell is cast by you or 2 minutes have passed, these effects end. You may use this ability once per short rest.
Creation Master
Master of Creation:
At 14th level you gain the ability to truly harness the art of Creation Magic. You may use this ability once per long rest as an action. You may choose one of the following effects when using this ability:
Retrieve the Soul: You manipulate the energies surrounding a recently deceased corpse, unsubtly forcing arcane magic to wrench the soul back to its body and restore it to life. This effect behaves exactly like the Resurrection spell, but such a violent and unnatural reversal of death without the consent of the soul damages the psyche of the target and they suffer the effects of death for significantly longer than as if they were restored by a cleric or priest. The -4 penalty to attack rolls, ability checks and saving throws fades by one after every fifth long rest rather than after every long rest.
Coins? You may be in a pickle and need a bribe or maybe you just want a little extra cash. Whatever your reasoning you conjure some coin to help you out. Roll a D100 and multiply the result by your INT modifier, then roll a D6. On a 1-2 you gain the multiplied amount in copper coins, on a 3-4 you the multiplied amount in gold coins, on a 5-6 you gain the multiplied amount in platinum coins.
Magical Augmentation: You draw upon an inner reserve of power, calling forth the arcane energies surrounding yourself to further empower your spells. For a number of rounds equal to your INT modifier, you gain the following benefits; damaging spells inflict and additional 2 damage dice, spells with durations last an extra 2 rounds, you are allowed to have two, simultaneous concentration spells and increase your Spell DC by 2. Once the allotted rounds have passed all further spells are cast as normal, in the case of two simultaneous concentration spells, one of the effects cease. At the end of combat you suffer two points of exhaustion.
Manipulate the Land: You may manipulate a section of the world no larger than fifty square feet and within line of sight in any way you see fit. It takes a minute per 10 square feet to manipulate the land in such a way. For example you may be coming to an impassable river and may separate the water in order for you safely cross or you may need to scale an impossibly steep surface and cut steps into it, you may wish to rapidly dig a pit for an unsuspecting enemy and create a bunch of hardened stalagmites out of the clay at the bottom or simply carve a statue of stone just because you can. These effects may either be permanent or temporary.
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