Wizard
Base Class: Wizard

To master the Weave is to master unschooled magic. However, to be selected for this school, an arcanist must present an affinity for all practiced schools of magic, even necromancy. As such, many mages of the Weave are outcast by many traditional mages, who see their studies as unfocused and arrogant. Others, however, view such practitioners as disciplined public servants, helping to preserve the use of magic itself.

 

Weaving Savant

Beginning when you select this school at 2nd level, your astute study of the Weave allows you to exploit fluctuations in power to cast your spells more effectively, giving you a +1 bonus to your spell attack modifier and spell save DC.

Snapweaving

Beginning at 2nd level, you can manipulate the Weave in a localized area to alter the effect of certain spells. As a reaction, after you or a creature you can see within 30 feet of you makes a spell attack roll or a saving throw against a spell, you may increase or decrease their roll by an amount equal to your proficiency bonus.

You make this decision after you see whether the result succeeds or fails. You can use this ability three times, and you regain any expended uses when you finish a long rest.

Localized Weaving

Starting at 6th level, you can more effectively alter the Weave around yourself. As a reaction, you can create a localized field of altered magic in 5 ft. in radius, centered on yourself, until the start of your next turn. When you create the field, you must choose either to either diminish or enhance the Weave in that area.

  • Diminish: Damage from spell attacks that affect creatures in the area are reduced by an amount equal to your wizard level. Spells that require an affected creature in the area to make a saving throw instead deal half damage on a fail and zero damage on a success.
  • Enhance: Damage from spell attacks that are cast in the area are increased by an amount equal to your wizard level. Spells cast within the area that require an affected to make a saving throw deal extra damage equal to your wizard level.

You may use feature twice, and you regain all expended uses on a long rest.

Defensive Weaving

Beginning at 10th level, as a bonus action, you can temporarily modify the intricate nature of the Weave to benefit you and your allies. When you use this feature, you can choose any number of creatures you can see within 30 ft. to be affected. Until the end of your next turn, all affected creatures gain advantage on saving throws against spells and other magical effects.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Mystra's Invocation

Starting at 14th level, you can channel the raw energy of the Weave itself. As an action, you can expend a spell slot of any level to channel a beam of Mystra's silver fire in a line 5 ft. wide and up to 120 ft. long. The beam has the following effects:

  • The beam instantly destroys any physical or magical barriers in its path, including those created by a forcecage or wall of force.
  • All creatures caught in the area affected by the spell must make a Dexterity saving throw, with the DC being your spell save DC. On a failed save, the affected creature takes 1d10 Radiant damage for each level of the expended spell slot. On a success, the affected creatures takes half as much damage.
  • If you expend a spell slot of 7th level or higher, the beam restores magic to any portion of its affected area under the effect of an antimagic field spell or similar magical effect.
Arcane Weaver Image

Comments

Posts Quoted:
Reply
Clear All Quotes