Wizard in Erenel | World Anvil

Wizard

This Wizard article features subclass options for Erenel players in 5th Edition Dungeons and Dragons. The article will be updated over time as new subclasses are released! Some subclasses are only available for Gamingbrew Patrons!
 
Only a select few people in the world are wielders of magic. Of all those, wizards stand at the pinnacle of the craft. Even the least of them can manipulate forces that flout the laws of nature, and the most accomplished among them can cast spells with world-shaking effects.   The price that wizards pay for their mastery is that most valuable of commodities: time. It takes years of study, instruction, and experimentation to learn how to harness magical energy and carry spells around in one's own mind. For adventuring wizards and other spellcasters who aspire to the highest echelons of the profession, the studying never ends, nor does the quest for knowledge and power.
 

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition from the list of available traditions, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Erenel 5E Subclasses

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Arcane Slinger

Arcane Slingers look to the future by incorporating recent advancements in firearm technology with traditional spellcasting. Originally adopted by Artificers skilled in enhancing firearms with spell strike barrels, this tradition has been adopted by more progressed magic users whose arcane skill allows the new technology to be pushed to its limits.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
 

Chimebearer

Chimebearers study a tradition of wizardry that marries faith and discovery into a harmonious blend. Originally sponsored by many faiths who took in deaf and mute people with vast intellect, a chimebearer inscribes arcane runes onto a hand chime or altar bell that can serve as their magical focus, and the ringing their incantations. Many chimebearer wizards still find their work among a myriad of religious beliefs, though some may find sovereign motivation for adopting religious iconography into their spellcasting.
  Chimebearer 5E Stat Block

Chimebearer

Wizard Arcane Tradition

Created by Nano  

Pious Knowledge

2nd-level Chimebearer feature   You gain proficiency with jeweler’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. You also gain proficiency in the Religion skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses it.  

Arcane Chime

2nd-level Chimebearer feature   Inscribing magical runes onto a small bell chime, you have learned to use this chime to cast spells you have learned throughout your travels. While you are holding the chime, it grants you the following benefits:  
  • You can use the chime as a spellcasting focus for your wizard spells.
  • When you cast a wizard spell with a verbal component, you can choose to ring the chime instead of chanting the verbal component.
  • When you cast a wizard spell that deals damage, you can add your Intelligence modifier to one damage roll of that spell. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
If you lose or damage your chime, you can replace it over the course of a short or long rest by using jeweler’s tools to etch arcane runes onto a bell, and it destroys the previous chime.  

Blessed Mage

6th-level Chimebearer feature   You learn two cantrips of your choice from the cleric spell list. They count as wizard spells for you, and Intelligence is your spellcasting ability for them.  

Radiant Toll

6th-level Chimebearer feature   Your faith and knowledge manifest as radiant power when you ring your chime. As an action, you can ring your chime. Each creature of your choice within 30 feet of you that can hear must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage and is deafened. On a successful save, the creature takes half as much damage and isn’t deafened.   You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain any expended uses when you finish a long rest.  

Blessing of Chimes

10th-level Chimebearer feature   As a bonus action, you can ring the chime and heal allies within hearing range of the chime. Any creature of your choice within 30 feet that can hear regains hit points equal to 1d4 + your intelligence modifier.   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.  

Holy Scholar

14th-level Chimebearer feature   When you cast a wizard spell, you can temporarily replace its damage type to radiant, which magically alters the spell’s formula for this casting only. Additionally, when you deal damage with a spell or with the Radiant Toll feature, you deal an extra 1d8 radiant damage.


Culinary Arts

Focusing on the art of cuisine, those who follow the culinary artist tradition learn the power of a full stomach and proper nutrition. Thanks to a fine sense of taste, you can bend a meal to your will blasting yourself and your allies with flavor.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
 

Flesh Weaver

A strange new arcane tradition is growing in the dark recesses of Erenel. The complex study of Flesh Weaving derives from Tethering into the “Bond” left by the creator Al’Madoon but in a strange new way. Unlike necromantic powers that provide power over death, Flesh Weaving involves tethering into the parts of the “Bond,” which, over time, has grown cancerous. This tumor-like essence can sculpt unlife, turning flesh and gore into much more than it’s original intention.
  Flesh Weaver 5E Stat Block

Flesh Weaver: Arcane Tradition

Wizard Arcane Tradition

Sculptor of Flesh

At 2nd level, you learn to use Flesh Weaving and craft a powerful bond with an undead creature you create. By spending 8 hours of work and 50 gp worth of zombified materials, you undergo the process of creating a Zombie. When complete, the Zombie awakens and is under your control as per the **Zombie Minion** feature. The Zombie uses the statistics in the monster manual, but you are free to provide personality traits to make your zombie unique.   You can only have one Zombie Minion at a time. If your Zombie is slain, the Flesh Weaving essence that makes up your Zombie’s personality waits for a new host. With 8 hours of work and a further 20 gp worth of materials, the same Zombie arises in the newly sculpted undead body. You can return your Zombie from unlife even if you do not possess any parts of the first corpse.  

Zombie Minion

Your Zombie gains a variety of benefits while bonded with you. The Zombie obeys your commands to the best of its ability. It rolls for initiative like any other creature, but you control its actions, decisions, attitudes, and so on. If you are incapacitated, your Zombie acts on its own in the best of your interest.   Your Zombie has abilities and statistics determined in part by your level. The Zombie uses your proficiency bonus rather than its own. In addition to areas where it usually uses its proficiency bonus, your Zombie also adds its proficiency to damage rolls. Your Zombie gains proficiency in two skills of your choice and becomes proficient in all saving throws.   For each level you gain after 2nd, your Zombie gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your Zombie’s abilities also improve. You can increase one of the Zombie’s ability scores by 2, or it can increases two abilities scores by 1, never exceeding 20 using this feature.  

Sculpted Warrior

At 6th level, your work sculpting the exterior of your Zombie provides increased stamina and agility. Your Zombie gains proficiency in light and medium armor. When your Zombie isn't wearing armor it’s AC becomes 12.   Your Zombie's base walking speed also increases to 30 feet. Additionally, your Zombie is immune to damage from spells you cast at 3rd level or lower.  

Undead Champion

At 10th level, your Zombie gains proficiency with all simple weapons and martial melee weapons. It may also attune to one magical item of very rare quality or lower.  

Zombie Archtype

When you reach 14th level, you’ve learned to customize your Zombie to fit your needs in combat. With 8 hours of work and 20 gp worth of materials, you can apply one of the following upgrades to your Zombie. Your Zombie can only have one upgrade at a time but by spending the necessary time and material cost, you may reconfigure your Zombie as needed.   Hunter: Your Zombie gains *multiattack* and can make two attacks on its turn.   Fighter: Your Zombie regains 10 hit points at the start of each of its turns if it has at least 1 hit point.   Mage: Your Zombie gains the Magic Initiate feat. It uses half your wizard level and its personal ability score for spellcasting.


Hematurgy

Considered one of the most nefarious magics in Erenel, Hematurgy draws power from life essence found in the blood of living creatures. Shunned in a similar manner to necromancy, not all Hematurgy wizards are evil, but the forces they manipulate are considered taboo by most.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
 

Kinesthetics

Scholars of the School of Kinesthetics believe that both a sound mind and a sound body are necessary to express the purest form of magic. You have learned to harness your might to turn raw strength into arcane might, a talent beyond the capabilities of other schools.
  Kinesthetics 5E Stat Block

Kinesthetics

Wizard Arcane Tradition

Created by Nano  

Combat Training

2nd-level School of Kinesthetics feature   You gain proficiency with light armor, and you gain proficiency with two types of melee weapon of your choice.  

Arcane Body

2nd-level School of Kinesthetics feature   You have tapped into the arcane potential of your body manifesting your magic through strength alone. When casting a spell from the Wizard spell list, you can choose to use your Strength modifier instead of Intelligence.  

Extra Attack

6th-level School of Kinesthetics feature   You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.  

Brawny Magic

10th-level School of Kinesthetics feature   When you cast a spell from the Wizard spell list that deals damage, you can add your Strength modifier to one damage roll of that spell.   Additionally, you can also choose to replace the damage to bludgeoning for the duration of the spell.  

Flex Aegis

14th-level School of Kinesthetics feature   Flexing your muscles to cast magic can now enhance your protection. When you cast an abjuration spell on yourself with a duration of 1 minute or greater, you can use your reaction to gain a bonus to your AC equal to your Strength modifier for the duration of the spell. Once you use this feature, you can’t use it again until you finish a long rest.


Soul Collector

As a member of the school of soul collectors, you've taken an interest in bridging the gap between life after death. By peering into the ethereal plane, you've learned to collect souls from the recently deceased before they can stand Bedoma’s judgment.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.

Surge Master

Described by their peers as reckless and chaotic, Surge Master Wizards crave tethering into the intense and rampant chaos that underlies creations. This raw and wild magic cannot be sculpted in the traditional sense and, while effective, can prove debilitating.   Surge Masters are often found with missing limbs, injuries and scars. Yet the more disfigured the Surge Master appears, the more powerful they tend to be. Unfortunately, the mortality rate for apprentice Surge Masters is high due to the accidents experienced at an early age in their quest for power.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.

Umbra Malady

The void offers power and knowledge, for it touches all places and times, but everything offered comes with a heavy price. Only the desperate or foolish willingly study the unimaginable beings known as the Null. Many who risk their creeping presence seek information to protect Erenel from the otherworldly organisms. Unfortunately, they typically succumb to madness and become the very thing they sought to destroy.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.

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