Base Class: Wizard
By tapping into the power of the negative plane the user learns forbidden rituals to enhance themselves. The user absorbs offensive spells designed to harm enemies into their own body to the point of it fusing their souls. This technique feeds on the user's body and soul, but in return, the user is granted power many times over than that of an ordinary person.
Form of the Dark Night
2nd-level Magica Erebea feature
At the end of short or long rest you can cast spells that have an attack roll and store them into your body. While you have spells stored in this way, you gain the following benefits:
- A long as you wear light armor or no armor your AC increases by 1 for every 2 spell levels stored into your body (minimum to a maximum of your intelligence modifier).
- When making a melee weapon attack you may use your intelligence modifier for the attack and damage roll instead of your strength or dexterity modifier.
- When you hit a creature with a melee weapon attack or a melee cantrip on your turn you may choose to release one spell stored in your body. The spell automatically hits the target. This counts against your number of cast spells per turn.
- You may cast a stored spell under normal conditions.
- Whenever you release a stored spell you gain temporary hit points equal to 3 times the spells level until you finish a short rest. You can't benefit from this feature more than once simultaneously.
All stored spell are lost once you finish a long rest.
Magica Erebea Spell List
2nd-level Magica Erebea feature
When you choose this School of Magic on your 2nd level you learn the inflict wounds spell.
When you reach 5th level in this class you learn the vampiric touch spell.
When you reach 9th level in this class you learn the harm spell.
These spells do not count against your number of known spells and are always prepared.
Lightning Speed
6th level feature of Magica Erebea subclass.
You are now proficient in dexterity saving throws.
You may use an action to cast haste on yourself without using any components.
You cannot use this feature again until you finish a long rest.
Empowered Darkness
6th level feature of Magica Erebea subclass.
You can now store single target spells that require a saving throw and deal damage as part of your Form of the Dark Night feature. The affected creature still has to make it's saving throw as per usual.
Wings of Night
10th-level Magica Erebea feature
As a bonus action you may expand spells slot to a combined level of 2nd or higher. For 1 (+1 for every spell slot above 2nd) minute you gain a flying speed of 30 ft(+5 ft for every spell slot above second up to a maximum of 60 ft). When you use this feature choose a damage type among necrotic, lightning or fire. For the duration when a creature comes within range of 10 feet or starts it's turn there you may choose to have it take damage of the chosen damage type equal to your intelligence modifier + two times the level of spells expanded for this spell.
You may use this feature a number of times equal to your intelligence modifier. You regain expanded uses at the end of a long rest.
Enervating Touch
14th-level Magica Erebea feature
When you hit a creature with a melee attack you may choose to have it make a constitution saving throw against your spell save DC. On a failed save the creature takes an additional 2d12 + your intelligence modifier of necrotic damage. It's hit point maximum is reduced by that same amount and you gain temporary hit points equal to half that amount.
You may use this feature a number of times equal to your intelligence modifier. You regain all expanded uses on a short rest.
Previous Versions
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6/20/2021 11:57:21 AM
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