Wizard: Difference between revisions

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==== Cantrip Savant ====
==== Cantrip Savant ====
''2nd Level School of Hedge Magic Feature''<br>
''2nd Level School of Hedge Magic Feature''<br>
Your unorthodox relationship with arcane magic allows you to you learn fundamental magics not traditionally associated with wizards. You learn one cantrip of your choice from any spell list. The chosen cantrip counts as a wizard spell for you, but does not count against your total number of Cantrips Known. You learn additional cantrips in this way as you gain levels in this class; one each at 6th level, 10th level, and 14th level.
Your unorthodox relationship with arcane magic allows you to you learn the fundamentals of magic not traditionally associated with wizards. You learn one Cantrip of your choice from any class's Spell List. The chosen Cantrip counts as a Wizard Spell for you, but does not count against your number of Cantrips Known. You learn additional Cantrips in this way at certain Levels in this class; one each at 6th Level, 10th Level, and 14th Level.
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==== Self-Taught ====
==== Self-Taught ====
''2nd Level School of Hedge Magic Feature''<br>
''2nd Level School of Hedge Magic Feature''<br>
Your deep understanding of the low magics allows you to add them to your spellbook at a discount. The time you must spend to copy any spell of a level equal to half your proficiency bonus or lower into your spellbook is halved, and the cost is reduced by 50 gold.
Your deep understanding of the low magic allows you to add them to your Spellbook at a discount. The GP and time you must spend to copy a Spell into your Spellbook is halved if the Spell's Level is equal to or lower than your Proficiency Bonus.<br>
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Spells of that Level or lower into your Spellbook.
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==== On the Fly ====
==== On the Fly ====
''6th Level School of Hedge Magic Feature''<br>
''6th Level School of Hedge Magic Feature''<br>
Your skill with basic magic is second to none, allowing you to spontaneously cast low-level spells that you haven't prepared. Beginning at 6th level, you can use your action to cast any spell of 2nd-level or lower from your spellbook, even if you don't have the spell prepared, expending the appropriate spell slot. The spell must have a casting time of one action.<br>
Your skill with basic magic is second to none, allowing you to spontaneously cast low-level Spells that you haven't Prepared. You can use your Action to cast any Spell of 2nd Level or lower from your Spellbook, even if you don't have the Spell Prepared by expending the appropriate Spell Slot. The Spell must have a casting time of one Action or Bonus Action.<br>
You can cast a spell in this way a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.<br>
You can cast a Spell in this way a number of times equal to your Intelligence Modifier, and you regain all expended uses when you finish a Long Rest.<br>
As you gain levels in this class, you can cast more powerful spells with this feature: 3rd-level spells at 10th level, 4th-level spells at 14th level, and finally 5th-level spells at 18th level.
As you gain Levels in this class, you can cast more powerful spells with this feature: 3rd Level Spells at 10th Level, 4th Level Spells at 14th Level, and 5th Level Spells at 18th Level.
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==== Hardy Magic ====
==== Hardy Magic ====
''10th Level School of Hedge Magic Feature''<br>
''10th Level School of Hedge Magic Feature''<br>
Learning your magic out in the wild instead of the controlled environment of a formal school has made you hardier than most wizards. When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can use a reaction to grant yourself a bonus to the roll equal to your Intelligence modifier (minimum of +1).<br>
Learning your magic out in the wild instead of the controlled environment of a formal school has made you hardier than most wizards. When you fail a Constitution Saving Throw to maintain Concentration on a Spell, you can use a Reaction to grant yourself a bonus to the roll equal to your Intelligence Modifier.<br>
You can use this reaction after you roll, but before you determine whether you succeed or fail.
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==== Arcane Conservation ====
==== Arcane Conservation ====
''14th Level School of Hedge Magic Feature''<br>
''14th Level School of Hedge Magic Feature''<br>
Your understanding of arcane fundamentals allows you to recycle the energy of failed spells. When you cast a wizard spell of 4th-level or lower and the spell fails, you regain one expended spell slot. The spell slot regained must be a lower level than the spell slot used to cast the failed spell. This feature applies to all spells of 4th-level or lower, even if they are cast with a higher level spell slot. <br>
Your understanding of arcane fundamentals allows you to recycle the energy of failed spells. When you cast a Wizard Spell of 4th Level or lower and the spell has no effect on any creatures, you regain one expended Spell Slot that is of a lower Level then he previous Spell cast. <br>
When you reach 18th level in this class, this ability affects any wizard spells of 5th-level and lower.
When you reach 18th Level in this class, this ability affects any Wizard Spells of 5th Level and lower.
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