Wizard: Difference between revisions

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==== Core Wand ====
==== Wand Aficionado ====
''2nd Level School of Wand Lore Feature''<br>
''2nd Level School of Wand Lore Feature''<br>
You create a special wand called a core wand, which you can use as a spellcasting focus for your wizard spells. You determine the wand’s appearance, and only you are capable of using it. You can use a bonus action to summon the wand to your hand, regardless of physical or planar distances. If this wand is destroyed, you can create a new one over the course of 8 hours of work.<br>
You tie yourself to specific Wands you like. You can perform a ritual over the course of 1 hour, which can be done during a Long Rest. The Wand must be within your reach throughout the ritual, at the conclusion of which you touch the Wand and forge the bond, causing that Wand to become your Bonded Wand.<br>
Your core wand gains power each time you use it to cast a spell. This power is represented by core charges. The wand can have up to 7 core charges at a time, and whenever you finish a long rest, the number of core charges in the wand resets to 1. Whenever you expend a spell slot to cast a spell of 1st level or higher while holding your wand, it gains up to a number of core charges equal to half the spell’s level (minimum of 1). You can expend these core charges in the following ways:<br>
Your Crit Range on Spell Attack Rolls increases by 1.
*Whenever you make an attack roll or saving throw, you can expend any number of core charges to gain a bonus to the roll equal to the number of core charges spent. You can wait until after you roll the d20, but must decide before the DM says whether the roll succeeds or fails.
 
*Whenever you are hit by an attack, you can expend any number of core charges from your wand as a reaction to gain a bonus to AC against that attack equal to the number of core charges spent.
==== Spell Slinging ====
When you cast a Spell with a Duration of Instant or 1 Round while using the Bonded Wand as your Spellcasting Focus, you can give that Spell one of the following benefits:
*One creature of your choice has Disadvantage on a Saving Throw imposed by the Spell.
*The Spell ignores 1/2 Cover and 3/4 Cover.
*If the Spell has a Range of at least 5ft, the Spell's Range is doubled.
*The Spell ignores the Damage Resistances of its targets.
*You add your Proficiency Bonus to the Damage of the Spell.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Additionally, you regain a use this feature whenever you score a Critical Hit on a Spell Attack Roll
 
==== Powerfeature ====
''2nd Level School of Wand Lore Feature''<br>
This feature should give your subclass a unique playstyle that differentiates it from other wizards. This feature should be fairly strong, but not excessively powerful.
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==== Wand Savant ====
==== Ribbonfeature ====
''2nd Level School of Wand Lore Feature''<br>
''2nd Level School of Wand Lore Feature''<br>
You can interpret staves and wands the way other wizards read scrolls and spellbooks. If a staff or wand in your possession can cast a spell that’s on the wizard spell list, you can copy the spell into your spellbook as if you were copying a spell from a scroll. In addition, when you cast a wizard spell with a range of touch while holding your core wand, you can choose a target that you can see and isn’t behind cover up to 10 feet away from you instead. At 14th level, this range increases to 30 feet.
This should be a feature that gives a lesser but more consistent buff to the subclass; something that makes your subclass favor one kind of spell (such as a certain school of spells, necrotic damage spells, etc.) or a small passive buff to some other ability would be appropriate.
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==== Arcane Battery ====
==== variablefeature ====
''6th Level School of Wand Lore Feature''<br>
''6th Level School of Wand Lore Feature''<br>
When you use your Arcane Recovery feature, your core wand regains 3 expended core charges.<br>
This feature often provides either increased defense or battlefield control to the wizard, but other features are also appropriate.
In addition, you gain a new option to use your wand’s core charges. When you cast a spell that targets only one creature and forces it to make a saving throw while you’re holding your core wand, you can expend up to 3 core charges to gain a bonus to that spell’s save DC equal to the number of core charges spent.
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==== Imbue Minor Wand ====
==== variablefeature ====
''10th Level School of Wand Lore Feature''<br>
''10th Level School of Wand Lore Feature''<br>
Whenever you finish a long rest, you can imbue a number of wizard spells from your spellbook up to your Intelligence modifier (minimum of one) into a non-magical stick, dowel, or similar Tiny object, transforming the object into a magic wand. Each spell must be a cantrip or a 1st or 2nd-level spell and have a casting time of 1 action or bonus action. In addition, the spells can’t require concentration or require any material components that indicate a cost or are consumed as part of casting the spell, and if the spell is a cantrip, it mustn’t be able to damage a target.<br>
This feature typically is a useful but not overpowered tool to add to the wizard’s toolkit, either in or out of combat.
The wand has a number of charges equal to your Intelligence modifier (minimum of 1) with which to cast the imbued cantrips (0 charges), 1st-level spells (1 charge), or 2nd-level spells (2 charges). A creature holding the wand can use an action to cast one of the spells from it using your spell save DC, spell attack bonus, and spellcasting ability. The wand ceases to be magical the next time you finish a long rest.
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==== Manifest Charges ====
==== capstonefeature ====
''14th Level School of Transmutation Feature''<br>
''14th Level School of Wand Lore Feature''<br>
You can convert the core charges within your wand into raw, arcane energy. By manipulating this energy, you can use the wand’s core charges in the following new ways:
This feature should be a fancy, flashy ability that makes your wizard feel like an archmage of your subclass. This ability can be very powerful but limited in some way, such as once per rest.
*As a bonus action, you can expend 1 or more of the wand’s core charges to create a number of motes of magical force equal to the core charges spent. Each mote streaks toward a different target that you can see within 60 feet of you, dealing force damage to each target equal to 1d4 + your Intelligence modifier.
*When you or another creature that you can see within 30 feet of you takes damage, you can use your reaction to expend 1 or more of the wand’s core charges to create a magical barrier, reducing the damage taken by an amount equal to three times the number of core charges spent.
In addition, you have gained supreme mastery and understanding of wands. If you expend the last charge of a staff or wand, you needn’t roll a d20, even if it says to. Further, the gold and time you must spend to craft a magic wand is halved.
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