Base Class: Wizard
Wizards that focus on Wordomancy augment the power of words using magic, channeling the arcane through them, whether spoken aloud, written, or signed through gestures. The words of a Wordomancy wizard bring salvation to their allies and despair to their enemies.
Eloquent Apprentice
You choose to focus your prowess for both the word and the arcane in two different directions. Choose either Uplift or Scorn.
Scorn
You learn the Vicious Mockery cantrip, and the Bane spell. They both count as wizard spells for you, but they don't count against your number of spells known.
Additionally, you gain proficiency with Deception and Intimidation.
Uplift
You learn the Guidance cantrip, and the Bless spell. They both count as wizard spells for you, but they don't count against your number of spells known.
Additionally, you gain proficiency with Performance and Persuasion.
Silvery Barbs
Beginning at 2nd level, you can invoke words laced with magic to demoralize your foes and turn their misfortune into a boon to bolster your allies. Immediately after a creature you can see within 60 feet of you succeeds on an attack roll, an ability check, or a saving throw, you can use your reaction to demoralize the creature. It rerolls the d20 and must use the lower roll. If the attack roll, ability check, or saving throw then fails, you can choose a different creature you can see within 60 feet of you (you can choose yourself). That creature is empowered, and can reroll one attack roll, ability check, or saving throw it makes within 1 minute and use the higher result. A creature can be empowered by only one use of this feature at a time.
Once a creature fails an attack roll, an ability check, or a saving throw because of a reroll forced by this feature, you can’t use the feature again until you finish a long rest, unless you expend a spell slot to use it again.
Enchanting Words
Starting at 6th level, you can charge your words with subtle enchantment magic.
If you talk for at least 1 minute, you can alter the minds of those who can hear you. After you finish, choose a number of humanoids within 60 feet of you who watched and listened, up to a number equal to your Intelligence modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed or frightened by you (your choice).
While charmed in this way, it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
While frightened in this way, its speed is reduced to 0. This effect ends on a target after 1 minute.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Infusion of Eloquence
Beginning at 10th level, when you cast a spell that deals damage, you can invoke additional words of power to change the spell’s damage type to psychic. Any creature damaged by the spell takes extra damage equal to your proficiency bonus and becomes either charmed or frightened by you (your choice as you use this feature).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Words of Power
Starting at 14th level, you can invoke a word of power that is the pinnacle of your magical study. You gain the following options:
Deadly Despair. When the target of your Silvery Barbs fails an attack roll, an ability check, or a saving throw because of the reroll, you can invoke a word of despair to give the target vulnerability to one damage type of your choice until the start of your next turn.
Selfless Invocation. When a creature you can see within 60 feet of you takes damage, you can invoke a word of power using your reaction to grant the creature resistance to that damage, and you take an amount of psychic damage equal to the damage that creature takes.
Previous Versions
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