Wizard: Difference between revisions

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You can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.<br>
You can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.<br>
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
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== School of Onomancy ==
Practitioners of magic well know the power of names, but wizards who follow the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into language itself, searching for threads of magical significance that weave through names. Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it.<br>
That distinction creates power that onomancers seek to tap. By speaking a target’s true name, the wizard’s spells slip between the cracks of the target’s defenses, conforming to its essential nature through the power of its name. To protect themselves, wizards who follow this tradition often hide their true names, typically by adopting monikers and pseudonyms.
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==== Bonus Proficiencies ====
''2nd Level School of Onomancy feature''<br>
You learn one Language of your choice and gain Proficiency with Calligrapher’s Tools.
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==== Extract Name ====
''2nd Level School of Onomancy feature''<br>
You can magically compel a creature to divulge its True Name. As a Bonus Action, you target one creature you can see within 60ft of you. The target must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, you learn that creature's True Name. If a creature succeeds on the Save, you don't learn that creature's True Name and cannot use this feature on that creature again until the end of your next Long Rest.
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==== Fateful Naming ====
''2nd Level School of Onomancy feature''<br>
You can bend magic to hinder creatures through the power of their True Names. When you cast a Spell and speak the True Name of a creature that is the target of Spell, if that creature is within Range of the Spell, you can target the creature with the Spell even if you can’t see the creature or it has Total Cover against the Spell. Additionally, when you target a creature in this way, you can change the Damage Type of the Spell to either Force or Psychic Damage.
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==== Destructive Naming ====
''6th Level School of Onomancy feature''<br>
When you cast a Spell and speak the True Name of a creature that is the target of Spell, the first time that creature takes Damage from that Spell, that creature takes an additional 2d8 Damage, is knocked Prone and pushed 10ft in a direction of your choice.
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==== Forceful Naming ====
''10th Level School of Onomancy feature''<br>


== School of Rituals ==
== School of Rituals ==