Wizard
Base Class: Wizard

Be it wrathful thunder, soothing rain, howling gales or consuming flames, the wizards who hail from the School of Seasons are powerful beings who are both feared and revered. some help villages and cities against the ever changing moods of nature, assuring that crops thrive and that the elements do not harm civilization. Others, bend these elements to wreak havoc, gain power and dominance over the common folk. The wizards of this school reflect nature in their personality for they can be either good or wicked.

Seasonal Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell that deals cold, poison, fire or lightning damage into your spellbook is halved.

Child of Mother Earth

Beginning at 2nd level, if you choose to make a long rest outside instead of inside, you can instead make a short rest to have the effect of a long rest. When you wake up, you can find berries, nuts and such in a radius of 20 ft around you that can make a number of rations equal to your wizard level + your INT modifier..

Changing Seasons

Starting at 6th level, you learn to infuse the magic of the seasons to alter the elemental nature of your spells. You can use this feature a number of time equal to your Wizard level.When you use cantrip or a spell that deal cold, fire, poison or lightning damage, you can use this to shift the elemental damage for one of these.

Guidance of Mother Earth

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard spell that deals cold, fire, poison or lightning damage.

Shift of Seasons

Starting at 14th level, once per long rest, you can shift the season and weather in a sphere that spreads to 300 ft. in diameter and lasts for 10 minutes. The starting point of this sphere is yourself and you can choose any number of creature you can see to not be affected by the following effects. Choose one per long rest:

  • Summer Drought: The season shifts to Summer. A heavy drought comes like a burning wave. Creature wearing heavy armor must succeed a CON saving throw with disadvantage against your spell save DC or suffer fire damage equal to 1d12 until the end of Shift of Seasons. One spell of your choice that deals fire damage sees its damage doubled until the end of Shift of Seasons. All non magical water evaporate if left outside of a container. The creatures must do so every turn until the end of Shift of Seasons.
  • Bitter Winter: The season shifts to Winter. A bitting cold spreads quickly and freezes all non magical water that is left outside or too far from a heat source. Creatures wearing metal or light clothes (such as wizards or sorcerers) must succeed a CON saving throws with disadvantage against your spell save DC or suffer 1d12 cold damage. One spell of your choice that deals cold damage sees its damage doubled until the end of Shift of Seasons. Creatures affected must do so every turn until the end of Shift of Seasons.
  • Autumn Gales: The season shifts to Autumn. A powerful wind blows leaves, dust and other small object. Creatures who do not wear heavy armor must make a DEX saving throw against your spell save DC or all be pushed in a single direction of your choice. You can push them up to half their walking speed. Creatures in flight must do so with disadvantage. Creatures affected must do so every turn until the end of Shift of Seasons.
  • Spring Showers: The season shifts to spring. Pouring rain stars to fall as flowers bloom all around you. All affected creatures must succeed a DEX saving throw against your spell save DC or suffer 1d12 lighting damage. One spell of your choice that deals lightning damage sees its damage doubled until the end of Shift of Seasons Creatures wearing metal armors have disadvantage on this saving throw. Creatures affected must do so every turn until the end of Shift of Seasons.

You can use this feature again after a long rest.

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