Wizard: Difference between revisions

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==== Arcane Ward ====
==== Arcane Ward ====
''2nd Level School of Abjuration feature''<br>
''2nd Level School of Abjuration feature''<br>
You can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.<br>
You can weave magic around yourself for protection. When you cast an Abjuration Spell of 1st Level or higher, you can simultaneously use a strand of the Spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. This Arcane Ward has a Hit Point Maximum equal to twice your Wizard Level + your Intelligence Modifier. Whenever you take Damage, your Arcane Ward takes the Damage instead. If this Damage reduces the Arcane Ward to 0 Hit Points, you take any remaining Damage.<br>
While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.<br>
While the ward has 0 Hit Points, it can’t absorb damage, but its magic remains. Whenever you cast an Abjuration Spell of 1st Level or higher, the ward regains a number of hit points equal to twice the Level of the spell.<br>
Once you create the ward, you can’t create it again until you finish a long rest.
Once you create the ward, you can’t create it again until you finish a Long Rest.
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==== Projected Ward ====
==== Projected Ward ====
''6th Level School of Abjuration feature''<br>
''6th Level School of Abjuration feature''<br>
When a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
When a creature that you can see within 30ft of you takes Damage, you can use your Reaction to cause your Arcane Ward to absorb that Damage. If this Damage reduces the ward to 0 Hit Points, the warded creature takes any remaining Damage.
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==== Improved Abjuration ====
==== Improved Abjuration ====
''10th Level School of Abjuration feature''<br>
''10th Level School of Abjuration feature''<br>
When you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.
When you cast an Abjuration Spell that requires you to make an Ability Check as a part of casting that Spell, you add your Proficiency Bonus to that Ability Check.
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==== Spell Resistance ====
==== Spell Resistance ====
''14th Level School of Abjuration feature''<br>
''14th Level School of Abjuration feature''<br>
You have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.
You have Advantage on Saving Throws against Spells. Furthermore, you have Resistance to Damage dealt by Spells.
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== School of Bladesinging ==
== School of Bladesinging ==
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==== Training in War and Song ====
==== Training in War and Song ====
''2nd Level School of Bladesinging feature''<br>
''2nd Level School of Bladesinging feature''<br>
You gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don’t already have it.
You gain Proficiency with Light Armor, and you gain Proficiency with one type of One-Handed Melee Weapon of your choice. You also gain Proficiency in the Performance Skill if you don’t already have it.
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==== Bladesong ====
==== Bladesong ====
''2nd Level School of Bladesinging feature''<br>
''2nd Level School of Bladesinging feature''<br>
You can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can invoke an elven magic called the Bladesong, provided that you aren’t wearing Medium or Heavy Armor or using a shield. It graces you with supernatural speed, agility, and focus.<br>
You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits:
You can use a Bonus Action to start the Bladesong, which lasts for 1 minute. It ends early if you are Incapacitated, if you don Medium or Heavy Armor or a Shield, or if you use two hands to make an Attack with a Weapon. You can also dismiss the Bladesong at any time as a Free Action. While your Bladesong is active, you gain the following benefits:
*You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
*You gain a bonus to your AC equal to your Intelligence Modifier.
*Your walking speed increases by 10 feet.
*Your Walking Speed increases by 10ft.
*You have advantage on Dexterity (Acrobatics) checks.
*You have Advantage on Dexterity (Acrobatics) Checks.
*You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
*You gain a bonus to any Concentration Check you make equal to your Intelligence Modifier.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining you expended uses when you finish a Long Rest.
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==== Extra Attack ====
==== Extra Attack ====
''6th Level School of Bladesinging feature''<br>
''6th Level School of Bladesinging feature''<br>
You can perform an additional attack as part of the Attack action.<br>
You can perform an additional Attack as part of the Attack Action.<br>
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.
If you have multiple copies of this feature and achieve a certain level threshold, the number of Attacks you can perform increases. At 5th Level if you have one copy of the feature, you can perform one extra Attack, at 11th Level if you have two copies of the feature you can perform two extra Attacks, and at 20th Level if you have three copies of the feature you can perform three extra Attacks.  
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==== NAME ====
==== Magical Attacks ====
''6th Level School of Bladesinging feature''<br>
''6th Level School of Bladesinging feature''<br>
Additionally, you can replace one of these attacks by casting a single cantrip with a casting time of 1 action or bonus action.
When you take the Attack Action, you can replace one of the Attacks to cast a single Cantrip with a Casting Time of 1 Action or Bonus Action.
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==== Song of Defense ====
==== Song of Defense ====
''10th Level School of Bladesinging feature''<br>
''10th Level School of Bladesinging feature''<br>
You can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot’s level.
You can direct your magic to absorb damage while your Bladesong is active. When you take Damage, you can use your Reaction to expend one Spell Slot and reduce that Damage to you by an amount equal to five times the Spell Slot’s Level.
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==== Song of Victory ====
==== Song of Victory ====
''14 Level School of Bladesinging feature''<br>
''14 Level School of Bladesinging feature''<br>
You can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
You can add your Intelligence Modifier to the Damage of your Melee Weapon Attacks while your Bladesong is active.
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==== Chronal Shift ====
==== Chronal Shift ====
''2nd Level School of Chronomancy feature''<br>
''2nd Level School of Chronomancy feature''<br>
You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.<br>
You can magically exert limited control over the flow of time around a creature. As a Reaction, after you or a creature you can see within 30ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can force the creature to reroll.<br>
You can use this ability twice, and you regain any expended uses when you finish a long rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.
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==== Temporal Awareness ====
==== Temporal Awareness ====
''2nd Level School of Chronomancy feature''<br>
''2nd Level School of Chronomancy feature''<br>
You can add your Intelligence modifier to your initiative rolls.
You add your Intelligence Modifier to your Initiative Checks.
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==== Momentary Stasis ====
==== Momentary Stasis ====
''6th Level School of Chronomancy feature''<br>
''6th Level School of Chronomancy feature''<br>
As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.<br>
As an Action, you can magically force a Large or smaller creature you can see within 60ft of you to make a Constitution Saving Throw against your Spell Save DC. On a failed Save, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any Damage. While encased in this way, the creature is Incapacitated and has a speed of 0.<br>
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.
You can use this feature a number of times equal to your Intelligence Modifier, regaining expended uses when you finish a Long Rest.
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==== Arcane Abeyance ====
==== Arcane Abeyance ====
''10th Level School of Chronomancy feature''<br>
''10th Level School of Chronomancy feature''<br>
When you cast a spell using a spell slot of 4th level or lower, you can condense the spell’s magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.<br>
When you cast a Spell using a Spell Slot of 4th Level or lower, you can condense the Spell’s magic into a mote. The Spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with a 15AC and 1 Hit Point, and it is Immune to Poison and Psychic Damage. When the bead dissipates over time, or if the bead is destroyed, it vanishes in a flash of light, and the Spell is lost.<br>
A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and spell save DC, and the spell treats the creature who released it as the caster for all other purposes.<br>
A creature holding the bead can use its Action to release the Spell within, causing the bead to disappear. The Spell uses your Spell Attack Bonus and Spell Save DC, but the Spell treats the creature who released it as the caster for all other purposes.<br>
You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Convergent Future ====
==== Convergent Future ====
''14th Level School of Chronomancy feature''<br>
''14th Level School of Chronomancy feature''<br>
You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).<br>
You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can use your Reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).<br>
When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
When you use this feature, you gain one level of Exhaustion.
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==== Minor Conjuration ====
==== Minor Conjuration ====
''2nd Level School of Conjuration feature''<br>
''2nd Level School of Conjuration feature''<br>
When you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a non-magical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.<br>
You can use your Action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10ft of you. This object can be no larger than 3ft on a side and weigh no more than 10lbs, and its form must be that of a non-magical object that you have seen. The object is visibly magical, radiating Dim Light out to a Range of 5ft.<br>
The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.
The object disappears after 1 hour, when you use this feature again, or if it takes or deals any Damage.
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==== Benign Transposition ====
==== Benign Transposition ====
''6th Level School of Conjuration feature''<br>
''6th Level School of Conjuration feature''<br>
You can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.<br>
You can use yourAction to teleport up to 30ft to an unoccupied space that you can see.<br>
Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
Alternatively, you can choose a space within Range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.<br>
Once you use this feature, you can’t use it again until you finish a Long Rest or you cast a Conjuration Spell of 1st Level or higher.
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==== Focused Conjuration ====
==== Focused Conjuration ====
''10th Level School of Conjuration feature''<br>
''10th Level School of Conjuration feature''<br>
While you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.
While you are Concentrating on a Conjuration Spell, your Concentration can’t be broken as a result of taking Damage.
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==== Durable Summons [need something] ====
==== Durable Summons [may replace based on if I remove the summon creatures spell] ====
''14th Level School of Conjuration feature''<br>
''14th Level School of Conjuration feature''<br>
Any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Any creature that you summon or create with a conjuration spell has 30 temporary hit points.
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==== Portent ====
==== Portent ====
''2nd Level School of Divination feature''<br>
''2nd Level School of Divination feature''<br>
When you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.<br>
When you choose this school, glimpses of the future begin to press in on your awareness. When you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any Attack Roll, Ability Check, or Saving Throw made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.<br>
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.
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==== Expert Divination ====
==== Expert Divination ====
''6th Level School of Divination feature''<br>
''6th Level School of Divination feature''<br>
Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.
Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination Spell of 2nd Level or higher using a Spell Slot, you regain one expended Spell Slot. The Slot you regain must be of a Slot Level lower than the Spell you cast but can’t be higher than 5th Level.
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==== The Third Eye ====
==== The Third Eye ====
''10th Level School of Divination feature''<br>
''10th Level School of Divination feature''<br>
You can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.
You can use your Action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are Incapacitated or until you finish a Long Rest:
:'''Darkvision.''' You gain darkvision out to a range of 120 feet. If you already have Darkvision, you gain an additional 60ft of Darkvision
*'''Darkvision.''' You gain Darkvision out to a Range of 120ft.
:'''Ethereal Sight.''' You gain Trusight out to a range of 30ft feet.
*'''Ethereal Sight.''' You gain Trusight out to a Range of 60ft.
:'''Greater Comprehension.''' You can read any language.
*'''Greater Comprehension.''' You can understand and read all the writing that you can see.
You can’t use this feature again until you finish a Long Rest.
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