Wizard
Base Class: Wizard

All Wizards love to cast Fireball, and this is never more true than with those of the School of Fireballs. These mages are so devoted to their favorite spell that they focus everything into its study. Lower level casters prepare for this through the study of fire and radiance, and even gain some Cleric-like abilities from it. More powerful and experienced Wizards can improve their fireballs in a variety of ways, including increasing its range, shaping its flames to charm or frighten, or even using some of its magic to protect themselves. While they may not be the most versatile of Wizards, their staple spell can take them a long way.

Flame savant

Starting at 2nd level, the time and gold required to copy down a spell that includes fire or radiant damage in its description is divided by 5.

Blazing anger

Also at 2nd level, you are enraged by harm coming to your friends. You can enter a furious state as a reaction when a friendly creature within 120 ft. drops to 0 hit points. You remain in this state for 1 minute, or until you end it as a bonus action or you take damage from a single source greater than or equal to your Wizard level. Whilst in this state, you gain the following benefits:

  • You have resistance to cold, fire and radiant damage.
  • An aura of bright light surrounds you in a 30 ft. radius. Enemies in this aura have a penalty to all saving throws equal to half your Intelligence modifier (rounded down) and cannot make opportunity attacks.
  • When you cast a spell of 1st level or higher that deals fire damage, you regain hit points equal to 1 + the level of the spell.

When this furious state ends, you gain 1 level of exhaustion as you calm down.

Fireball initiate

At 6th level, you can add the Fireball spell to your spellbook if it is not there already. When you cast Fireball, it counts as if you cast it with a spell slot a level higher than the one you used, and its radius increases to 30 ft..

Improved fireball

At 10th level, your Fireball spells become more potent. Choose one of the following options to enhance it with. You gain an additional enhancement at 14th level.

Beguiling flames

When a creature fails its saving throw against a Fireball spell that you cast, it must make a Wisdom saving throws. On a failure, it is charmed by you for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 5 ft.. The creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success.

Explosive flames

When you cast Fireball, its radius is increased to 50 ft..

Igniting flames

Any creature that fails its saving throws against a Fireball spell that you cast is ignited. While ignited in this way, the creature takes 1d6 fire damage at the start of each of its turns, after which it may repeat the saving throw, ending the effect for itself on a success.

Propelled flames

When you cast Fireball, it has a range of 500 ft..

Protective flames

When you cast Fireball, you gain temporary hit points equal to the level you cast the spell at + your Intelligence modifier.

Terrifying flames

When a creature fails its saving throw against a Fireball spell that you cast, it must make a Wisdom saving throws. On a failure, it is frightened of you for 1 minute. While frightened in this way, the creature must use its action to Dash each turn and use its movement to move as far away from you as possible, or attempt to escape from an effect that prevents it from moving. If the creature is unable to move away from you, it can take the Dodge action. The creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success.

Enhanced anger

Starting at 14th level, your fury grows more powerful. While under the effect of your Blazing Anger feature, you gain the following additional benefits:

  • You are immune to cold, fire and radiant damage.
  • The radius of your aura increases to 50 ft..
  • When you cast a spell of 1st level or higher that deals radiant damage, you regain hit points equal to 1 + the level of the spell.
  • Any spell you cast of 1st level or higher that includes fire or radiant damage in its description is treated as if you cast it with a spell slot a level higher than the one you used. For example, a Scorching Ray spell cast using a 2nd level spell slot is cast at 3rd level, while a Fireball cast using a 3rd level spell slot is cast at 5th level (due to your Fireball Initiate feature).

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