Wizard
Base Class: Wizard
  • Every living being has a core inside of it. It is believed that it is through this core that we are born into the world. Some call the core the spirit, some call it mana, others call it the Spirit Well. It is through this well that most magical beings manipulate the weave, contact their gods, or commune with nature. Some wizards have learned to directly touch and manipulate the Well’s of others. These wizards are called Vitalimancers.

Spirit Charges

Beginning at 2nd level, you gain a pool of charges known as spirit die. Your spirit die start out as d6’s but increases in level (d8 at 6, d10 at 10, d12 at 14). You have a number of spirit die equal to your wizard level (rounded up).

  • Spirit Dice - When you a creature is dealt damage by your spells you can expend spirit die as a bonus action. You cannot spend more spirit die than you have available. For each spirit die expended, you may tether to one creature’s spirit well. The tethers you create this way can only be seen by those with knowledge of Vitalimancy. You must maintain concentration on these tethers like you would a normal spell. The tethers last for a minute and for every creature beyond the first, the DC of the concentration check increases by 1. 

Well Disruption

At 2nd level, when a creature you are tethered to attempts to cast a spell or use a magical ability, you may use your reaction to expend a spirit die or a spell slot. The creature must make a concentration check against your saving throw number using their spellcasting modifier.

Well Connect

Beginning at 6th level, your knowledge of Vitalimancy and spirit wells increases. You may, as an action, expend any number of spirit die(that you have available) to tether to creatures within 60 ft. of you (unwilling creatures get a wisdom saving throw against your DC). These tethers last 24 hours, do not require concentration, but you may not cast through them. You may, at the end of a long rest, expend any number of spirit die to extend the duration of any Well Connects you have. While these tethers are active, you know the general whereabouts of each tethered creature as well as if they have taken damage recently. You do not know how much damage or the type, just that the spirit well has been hit.

Tether Master

Starting at 10th level, when you have to make a concentration check to maintain your tether(s), you may expend one spirit die and add that number to the check.

Aditionally When you use your Well Disruption ability, you may roll the expended spirit die and subtract the number rolled from the target’s saving throw. If you used a spell slot to use Well Disruption then the spell slot level is subtracted from the saving throw instead.

Well Whither

At 14th level, when a creature (or creatures) you are tethered to takes damage or makes a saving throw, you may use your reaction to expend a spirit die(or a number equal to the number of creatures you wish to affect that you are tethered to) to roll the die and either: add the number rolled to damage or subtract the number rolled from the saving throw. You must declare this before the DM says if the saving throw succeeds or not.

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3/2/2021 8:47:53 PM
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