Wizard in Ferra | World Anvil
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Wizard

Information

Wizards are the most in tune with magic and the ones who spend a great deal of time learning it. Some are more capable of magic than others as people could spend decades trying to cast a spell that another can learn in a second, leaving an unfair advantage within the university. Wizards tune into the natural magic from Palga and within themselves to cast spells and the most sensitive to it.

Sub-class Options

Arcane Weapon-Master
Arcane Weapon-Masters are wizards who have unlocked the hidden potential of magic-infused weapons, allowing them to harness the power of their intellect to become formidable combatants. These wizards combine their knowledge of spells with martial prowess, and the Goddess of weapons tend to bless those that reach its pinnacle.   2nd Level Features
Weapon of Intellect
Starting at 2nd level, when you choose this arcane tradition, you gain proficiency with medium armour, simple weapons, and one martial weapon (You can choose to swap your proficiency with another weapon during a long rest). Additionally, you can use your Intelligence modifier instead of Strength or Dexterity for attack and damage rolls with melee and ranged weapons. When making weapon attacks using your Intelligence modifier, you can add your Intelligence modifier to the damage of your attacks instead of your Strength or Dexterity modifier.   Arcane Bond
Also at 2nd level, you can bond with a magical weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. This benefit lasts until you finish a long rest. You can use this weapon as a spellcasting focus for your wizard spells.   Additionally, your connection with the bonded weapon allows you to cast a cantrip or 1st-level wizard spell through it as a bonus action once per turn. When you cast a spell this way, you can't cast spells other than cantrips until the end of your next turn.   6th Level Feature
Arcane Slash
At 6th level, you can infuse your weapon with arcane energy. As a bonus action, you can expend a spell slot to empower your Arcane Bond weapon attacks. For each spell slot expended in this way, you add an additional 1d6 force damage to the damage of your weapon attacks. This extra damage applies to each of your attacks until the start of your next turn.   10th Level Feature
Brain Power
At 10th level, your connection with your bonded weapon deepens. While holding your Arcane Bond weapon, you can replace any Strength checks and saving throws with your Intelligence modifier instead.   In addition, You can now cast cantrips and spells of 1st to 5th level through your bonded weapon as a bonus action once per turn. The spells must be from the wizard spell list, and you must have a spell slot of the appropriate level to cast the spell.   14th Level Feature
Otherworldly Interference
At 14th level, your mastery of both arcane magic and weapon combat reaches a pinnacle. You always have the spells Tenser's Transformation and Tasha's Otherworldly Guise prepared, and they do not count against the number of spells you can prepare. If you already know these spells when you gain this feature, you can choose another wizard spell to learn and add into your spellbook.   In addition, When you roll for initiative, you can choose to cast Tasha's Otherworldly Guise or Tenser's Transformation as a reaction.   Arcane Arsenal Barrage
Also at 14th level, you can unleash a storm of conjured weapons in a display of overwhelming arcane power. Once per long rest, you can use your action to summon a number of weapons equal to your proficiency modifier. Each of the summoned weapons can make a single Melee spell attack roll against a creature within 60ft during that same action. You can choose to target one or multiple creatures within range with these summoned weapons.   The damage for each of these attacks is your Arcane Bond weapon's normal damage plus your Intelligence modifier and any other bonus the Arcane Bond weapon gives. After all conjured weapons have made an attack, the conjured weapons vanish.
Explosion
2nd Level Features
EXPLOSION!
You have the power to cast the mighty Explosion! Spell once per long rest without expending a spell slot.  

Ferra Homebrew

Explosion!

9-level Evocation

Casting Time: 1 minute
Range/Area: 120ft
Components: V (You must be shouting the entire casting of this spell), S
Duration: Instantaneous
Attack/Save: Dexterity Saving Throw
Damage/Effect: Fire
After spending 1 minute in concentration, you invoke the power of evocation to create a massive explosion within a 60-foot sphere centered on a point of your choice within range. All creatures within this area must make a Dexterity saving throw. On a successful save, they take half the damage. The spell creates a powerful explosion, dealing 100d10 Fire damage. However, be warned that casting this spell leaves you stunned (This cannot be removed in any way) for the next 24 hours unless you have used a 9th level spell slot to cast this spell.
Available for: Explosion Wizard
  Explosive Augmentation
You can harness the power of Explosion! Spell to have it bleed into your other spells. As a bonus action, you can infuse your ranged spells with a volatile energy. When you cast your next ranged attack spell that targets a creature, it can trigger a 15-foot explosion around the target, dealing an additional Xd6 fire damage (X equals the spell level). You can use this feature a number of times equal to your proficiency modifier before requiring a long rest to regain its use.   6th Level Feature
Pyromancer's Delight
Starting at 6th level, your mastery over the element of fire becomes more pronounced. You gain the ability to cast the Fireball spell once per long rest without expending a spell slot.   Additionally, whenever you cast a spell that deals fire damage, you can add your Intelligence modifier to the damage dealt. This bonus damage applies to each target affected by the spell.   10th Level Feature
Burn My Dread
Starting at 10th level, you've gained the ability to manipulate the elemental essence of fire with such precision that you can change the damage type of your spells to fire when you cast them. This transformation can be applied to spells that deal other damage types, converting them to fire damage and bypasses immunity. You can use this feature equal to your proficiency modifier.   Additionally, whenever you deal fire damage to a creature, you leave them scorched and burning. At the start of their turn, they must use an action to attempt to put out the flames. If they fail to do so, they take 1d4 fire damage. Alternatively, another creature can use their action to help extinguish the flames on the burning creature.   14th Level Feature
Boom! You're Dead.
At 14th level, your mastery over the element of fire reaches its zenith. Once per long rest, when you cast a spell that deals fire damage, you have two options:  
  • You can choose a target creature, and they automatically fail any saving throws against that spell.
  • If the spell requires one or more attack rolls, and the attacks hit, they are treated as critical hits.
Rune Wizard
2nd Level Features
Runic Glyph
Starting at 2nd level, your mastery of runes and glyphs enables you to create Runes with meticulous precision. The number of Runes you can create and have active simultaneously is determined by your Intelligence modifier.   To craft a Rune, you must engage in a 1-hour ritual. After completing the ritual, you can inscribe a spell into the Rune, essentially "pre-casting" the spell into it. However, you are still required to prepare the spell and provide the necessary spell slot and components essential for the stored spell to be placed within the Rune. You have the ability to inscribe the Rune within a 10-foot radius from your current position onto any object or flat surface. If the spell requires concentration, it lasts until the end of its full duration.   To activate a Rune, you must establish a specific prerequisite and target for the spell. If you fail to define these conditions, the spell will automatically fail. For Runes inscribed on a surface, typical triggers include touching or stepping on the Rune, removing an object covering the Rune, approaching within a specified distance of the Rune, manipulating the object on which the Rune is inscribed, or uttering a command word. For Runes inscribed within an object, common triggers include opening the object, approaching within a specific distance of the object, or observing or reading the object. Once a Rune is triggered, the spell contained within it is casted, and the Rune is destroyed.   Rune Comprehension
Also at 2nd level, You learn the Comprehend Languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.   6th Level Feature
Rune Infusion
At 6th level, your understanding of runes and their magic deepens, allowing you to infuse your spells with runic power. You gain the ability to inscribe different augments to your Runes on spells the runes cast. You gain the following infusions that you can add to a rune when you create it;  
  • Rune of Power: When you cast a spell and choose to inscribe it with a Rune of Power, the spell gains additional potency. This allows you to reroll any 1s on the damage dice of the spell.
  • Rune of Resilience: When you cast a spell and choose to inscribe it with a Rune of Resilience, the spell provides protective benefits to you or your allies. Any targets affected by the spell gain temporary hit points equal to your Intelligence modifier (minimum of 1).
  • Rune of Silence: When you cast a spell and choose to inscribe it with a Rune of Silence, the spell is cast silently. This means that the spell does not produce any verbal components, allowing you to cast it without making any sound.
  • Rune of Duality: When you create a Rune, you can choose to infuse it with two spells instead of one. These two spells must share the same spell slot level or lower (Cannot be the same spell) and both be of 5th level or lower. When the Rune is triggered, both spells are cast simultaneously, targeting the same creature or location, provided they both have valid targets.
  10th Level Feature
Rune Fusion
At 10th level, your expertise in runic magic reaches new heights. You gain the ability to combine individual Runes into more powerful Greater Runes, amplifying their effects.   As an action, you can combine two Runes you've created into a Greater Rune. The two Runes must be of the same type (e.g., both Runes of Power, Runes of Resilience, Runes of Silence, ) and be of the same spell level. The Greater Rune inherits the spells and infusion of both Runes but both must share the same target/prerequisite from one of the runes.  
  • Combining two Runes of Power allows you to reroll one damage dice and gives disadvantage spell save against the spell or advantage on spell attack rolls against a creature.
  • Combining two Runes of Resilience provides double the temporary hit points for you and your allies.
  • Combining two Runes of Silence allows you to cast spells without the components.
  • Combining two Runes of Duality, allows you to have four spells instead of two into a single Rune. When the rune is triggered, all four spells are cast simultaneously.
  •   14th Level Feature
    Mind of The Rune Maniac
    At 14th level, your mastery of runic magic reaches its zenith, and your connection with the arcane energy within runes becomes unparalleled. Once per long rest, you can apply any spell you have prepared into a rune without the need to expend a spell slot. You can trigger a rune early as a bonus action instead of using its standard trigger condition.
Battle Wizard
2nd Level Features
Scholarly Versatility
Starting at 2nd level, your insatiable hunger for knowledge allows you to expand your magical repertoire beyond the boundaries of traditional wizardry. You can add spells from scrolls and books of other classes to your spell book, but doing so requires twice the usual time and cost.Additionally, when you gain a level and choose to learn a new spell, you can opt to select one spell from any class's spell list.   Overcharged Spell
Also at 2nd level, when you cast a wizard spell from your spell book that is 1st level or higher, up to a maximum of 5th level, you can choose to upcast the spell by one level without expending a higher-level spell slot.   6th Level Feature
Magical Influx
At 6th level, you unlock the power of Arcane Infusion. Choose one spell from your spell book that is 1st level or higher, up to a maximum of 5th level, which then becomes your signature spell. You can change this chosen spell during a long rest. This signature spell does not count against your total number of prepared spells.When you cast your signature spell, you can select one of the following effects to enhance it:  
  • Empowerment: Roll one additional die for the spell's damage or healing.
  • Enchantment: Increase the spell's saving throw DC by 2.
  • Prolongation: Extend the duration of any time-based effects on a creature to three times its normal duration.
  • Effortless Casting: You can cast the spell without requiring any material (not including GP cost), somatic, or verbal components.
  10th Level Feature
Counter Magic
At 10th level, your mastery of the arcane reaches new heights. When you are targeted by a spell, you can use your reaction to attempt to counter it. Make an Intelligence saving throw against the spell's caster's spell save DC. On a successful save, the spell is negated, and you suffer no ill effects. This feature can be used a number of times equal to your Intelligence modifier (minimum of 1) before requiring a long rest to regain expended uses.   14th Level Feature
Improved Magical Influx
At 14th level, your arcane ability reaches its pinnacle. You gain the Improved Magical Influx feature, which enhances your mastery of your signature spell. Your chosen signature spell from the Magical Influx feature is now even more potent. When you cast it, you can select two of the following enhancements instead of one:  
  • Improved Empowerment: Roll two additional dice for the spell's damage or healing.
  • Improved Enchantment: Increase the spell's saving throw DC by 4.
  • Improved Prolongation: Extend the duration of any time-based effects of the spell to four times its normal duration.
  • Improved Effortless Casting: You can cast the spell without requiring any material (Including GP cost), somatic, or verbal components.
Summoner
2nd Level Features
Quickened Connection
At 2nd level, you've honed your magical prowess to establish a swift and unwavering connection with the arcane forces that conjure familiars. You gain the Find Familiar spell as a known and always prepared spell, and you can cast it with an expedited casting time. Furthermore, you can select conjuration spells, regardless of your class, to be treated as if they were Wizard Spells.   When you cast the Find Familiar spell, you can do so as an action instead of the usual 1 hour. The casting time is reduced to an action and you can do this an amount of times equal to your Intelligence modifier (minimum 1).   Additionally, your conjuration empowers your familiar to take the Attack action. When you summon your familiar using Quick Familiar Connection, it gains the ability to make a single attack using your spellcasting ability modifier as the attack bonus and dealing damage appropriate to its form (as specified in the Find Familiar spell description). This attack can be made on the same turn it is summoned.   Eternal Companion
Also at 2nd level, your bond with your familiar deepens, and you gain the ability to enhance your familiar's combat capabilities. You have a reservoir of magical energy within you, represented by a number of Empowerment Points equal to your wizard level. You can expend these points to empower your familiar in the following ways:  
  • Empower Attacks: As an action, you can expend an Empowerment Point to enhance your familiar's next attack. Your familiar gains a bonus to its next attack roll equal to your Intelligence modifier (minimum of +1). If the attack hits, it deals additional damage equal to your wizard level. The damage is of the same type as the familiar's natural attack or, if it doesn't have one, force damage.
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  • Energizing Surge: You can use your Empowerment Points to infuse your familiar with magical energy, granting it temporary hit points. As a bonus action, you can expend one or more Empowerment Points to grant your familiar temporary hit points equal to 2d6 per point spent. These temporary hit points last for 1 hour or until expended.
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  • Enhance Special Abilities: You can spend Empowerment Points to temporarily enhance your familiar's special abilities. For example, you can expend an Empowerment Point to double the range of a spell they cast or make your familiars invisibility not concentration (DM Discretion).
  You regain all expended Empowerment Points after a long rest. Your familiar must be within 100 feet of you to receive these enhancements, and you can only empower one familiar at a time. If your familiar is dismissed or defeated, you can summon a new one as per the Find Familiar spell.   6th Level Feature
Guardian of the Arcane
At 6th level, you gain the ability to protect your summoned creatures and yourself through a mystical connection. This feature allows you to intercept incoming damage and distribute it among your summons, sparing you from harm. When you take damage, you can use your reaction to invoke a connection to your summons. By doing so, you designate one of your summoned creatures to take the damage in your stead. The chosen summon absorbs the incoming damage, reducing its hit points accordingly. If the damage reduces the summons hit points to 0 or less, any excess damage transfers to you.   10th Level Feature
Might of Many
At 10th level, the presence of your summons bolsters your own magical defenses. When a summon you control is within 30 feet of you, you gain a +1 bonus to all of your saving throws. This bonus can stack for each additional summon within the radius.Additionally, you can cast spells through your summons as if you cast them from the location of the summon. To do this, you must be able to see or otherwise sense the location of your summon, and the spell must have a range of at least 30 feet. The origin of the spell, including its point of origin and line of effect, is considered to be from the location of the summon rather than from your own position.   14th Level Feature
Pull From The Planar Gate
At 14th level, your mastery of conjuration magic reaches its pinnacle. You can now cast a conjuration spell without expending a spell slot once per long rest. Choose a conjuration spell of 5th level or lower from any class's spell list. You can cast this spell without expending a spell slot. The chosen spell doesn't count against your prepared spells or your known spells, and you can cast it as if it were prepared. After casting the chosen spell using this feature, you can't use this feature again until you complete a long rest.
Missile
2nd Level Features
Missiles of War
Starting at 2nd level, you have the Magic Missile spell prepared. It counts as a wizard spell for you, and it doesn't count against the number of spells you can have prepared. You can cast Magic Missile without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. (The spell casted this way, will always count as 1st level)   Elemental Adept: Force
Also at 2nd level, spells you cast ignore resistance to force damage. In addition, when you roll damage for a spell you cast that deals force damage, you can treat any 1 on a damage die as a 2.   6th Level Feature
Shield-Breaker
At 6th level, when you cast magic missile, you deal an additional dart with the spell as if the spell was casted one level higher. Additionally, when you target a creature that is under the effects of the shield spell; You can expend darts equal to the shield spell level to dispel the shield spell effect.   10th Level Feature
Afflicted Dart
At 10th level, when you use your action to cast the magic missile spell, you can choose one effect to apply to one of your darts. The following options are:  
  • Weighted Dart - The target must make a STR save or be pushed 10ft in a horizontal direction of the casters choice.
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  • Chain Lock - The target must make a DEX save or be restrained for 1 minute, the target restrained by the dart can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
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  • Vile Toxin - The target must make a CON save or become poisoned for 1 minute, it can repeat the save at the end of its turn.
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  • Psychic Strike - The target must make a INT save or have its next saving throw be reduced by d10.
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  • Maddening Shot - The target must make a WIS save or become charmed. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. The target can make a Wisdom saving throw at the end of each of its turns. On a success, the charm ends.
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  • Laughing Blow - The target must make a CHA save or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
  You can only use one of each of these affects, and they restore on a long rest.   14th Level Feature
Elemental Adept: Force (Improved)
At 14th level, spells you cast ignore immunity to force damage. In addition, when you roll damage for a spell you cast that deals force damage, you can treat any 1 or 2 on a damage die as a 3.Additionally, when you cast magic missile between 1st to 5th level, the damage die is 2d4+2 instead of its usual damage.
Artificer
2nd Level Features
Spell List
When you pick this subclass you may choose spells from both the wizard and artificer spell lists.   Infuse Item
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. In addition you gain proficiency in one type of artisan's tools of your choice, and you can use such tools as a spell-casting focus. You can attune to additional items equal to half your proficiency modifier (rounded down).   Infusions Known
When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" list. The amount of infusions you can know is equal to double your prof mod.Whenever you gain a level in wizard, you can replace one of the artificer infusions you learned with a new one.   Artificer Infusions
The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.Some infusions specify a minimum wizard level. You can't learn such an infusion until you are at least that level.Unless an infusion's description says otherwise, you can't learn an infusion more than once.   Infusing an Item
Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement.   Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.   You can infuse more than one non-magical object at the end of a long rest; the maximum number of objects is equal to your prof mod. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.   If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.   Magical Tinkering
You learn how to invest a spark of magic into mundane objects. To use this ability, you must have an artisan's tools in hand. You then touch an object that can be no larger than 5 feet on a side and weigh no more than pounds equal to 10 times your wizard level as an action and give it one of the following magical properties of your choice:   Alchemist
If the object is a container with a liquid inside, you can change the liquid into a magical elixir making the liquid change into this effect, As an action, a creature can drink the elixir or administer it to an incapacitated creature. If you already have an elixir made from this feature before your next long rest then you cannot do so until your next long rest. When the elixir is made, roll on the table to determine its effects;

Experimental Elixir


D6Effect
1Healing: The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
2Swiftness: The drinker's walking speed increases by 10 feet for 1 hour.
3Resilience: The drinker gains a +1 bonus to AC for 10 minutes.
4Boldness: The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5Flight: The drinker gains a flying speed of 10 feet for 10 minutes.
6Transformation: The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
Armorer
You can turn a suit of armour into Arcane Armour as long as it isn’t heavy armour, You gain the following benefits while wearing this armour:  
  • You gain proficiency in the armour.
  • If the armour normally has a Strength requirement, the arcane armour lacks this requirement for you.
  • You can use the arcane armour as a spellcasting focus for your artificer spells.
  • The armour attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armour replaces any missing limbs, functioning identically to a limb it replaces.
  • You can doff or don the armour as an action. The armour continues to be Arcane Armour until you don another suit of armour, you die or end it early with this feature.
Battle Artillerist
You can animate an object into a companion, and uses the Steel Defender stat block. It is friendly to you and your companions, and it obeys your commands. The creature uses your proficiency bonus in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.   In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block, its cannon action or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.   If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.

Defender Cannons

You can command your steel defender to do one of these affects as a bonus action.


CannonActivation
FlamethrowerThe cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force BallistaMake a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
ProtectorThe cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).
Tinkering
  • You can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
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  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
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  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
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  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
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  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
  The chosen property lasts indefinitely or unless the feature states an end. As an action, you can touch the object and end the property early.You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.   6th Level Features
Mind of The Savant
Whenever you cast a 1st level spell or higher using your artisan's tools or arcane armour as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll, and the bonus equals your Intelligence modifier (minimum of +1).   Intellectual Mind
Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool, in addition, when you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.   10th Level Features
Tinkerers Improvement
Your Magical Tinkering features have somewhat improved, you gain the following improvements;  
  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
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  • You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.
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  • The Defenders cannon's damage rolls all increase by 1d8. In addition, as an action, you can command the steel defender to detonate if you are within 60 feet of it. Doing so destroys the steel defender and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.
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  • Whenever your Steel Defender would hit with a melee attack, you can choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it. You can use this feature equal to your INT mod.
  Magical Item Adept
Your understanding of how magical items work, and how to use them for additional purposes. You gain the following;  
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
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  • You ignore all class, race, spell, and level requirements on attuning to or using a magic item.
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  • Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from your prepared spell list that requires 1 action to cast (you needn't have it prepared).
  While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.   14th Level Features
Fortified Creations
  • You and your allies have half cover and resistance to acid damage, poison damage, and immunity to the poisoned condition while within 10 feet of a Steel Defender you create with your magical Tinkering Feature, as a result of a shimmering field of magical protection that the Defender emits.
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  • You can now have two steel defenders at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the steel defenders are identical to each other or different. You can't create a third cannon while you have two.
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  • Your steel defender gains a +2 bonus to Armor Class.
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  • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
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  • If you're reduced to 0 hit points but not killed outright, you can choose to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
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  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
Elemental
2nd Level Features
Rules of Nature
Starting at 2nd level, when you cast a spell that deals acid, cold, fire, lightning, or thunder damage. You can choose to add an additional damage die to that spell, if the spell doesn't use damage die then you add your int modifier to the damage instead.   Elemental Torrent
Also at 2nd level, after a long rest, four floating orbs of different colours will float around you. Each colour represents a damage type, the following being;  
  • Red: Fire
  • Blue: Cold
  • Green: Acid
  • Yellow: Lightning or Thunder (Your choice)
  When you take damage from a creature within 60ft of you, you can use your reaction to cause your orbs to fire towards that creature. They must make a DEX save against your spell save DC or take an amount of d6s equal to prof mod and add your INT modifier to the chosen damage type; They take that much damage or half on a successful save. Once you have chosen that orb, you cannot choose that same orb colour again until your next long rest.   6th Level Feature
Elements of Life & Death
At 6th level, Radiant and Necrotic damage are now added to the list of damage types that apply to your Rules of Nature feature.In addition, you gain two more coloured orbs that float around you for your Elemental Torrent feature. The following being;  
  • White: Radiant
  • Black: Necrotic
  10th Level Feature
Channelling the Flow
At 10th level, when you deal acid, radiant, necrotic, cold, fire, lightning, or thunder damage to a creature with a spell. You can choose to apply one of the following effects;  
  • The creature cannot take reactions until the end of your next turn.
  • The creatures movement speed is reduced to 0 until the end of your next turn.
  • The creature takes additional damage equal to the spells level.
  You can use this feature an amount of times equal to your INT mod.   14th Level Feature
Elemental Quad Missile
At 14th level, as an action you choose four damage types, the following being; acid, radiant, necrotic, cold, fire, lightning, or thunder. You fire four missiles as if you had casted the magic missile spell, each beam will deal a damage type that you have chosen. The target takes 4d10+INT damage per missile, and are knocked back 10 feet.
Puzzle
2nd Level Features
Puzzle-Solving Magic
Starting at 2nd level, you gain proficiency in Investigation or Perception. Additionally, you can cast the Arcane Lock spell without components. Once you cast this spell in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level.   Weaver of Puzzles
Also at 2nd level, you gain the ability to manipulate the puzzles you create to alter reality. You can spend 1 minute weaving a puzzle on an object you can see within 5 feet of you. Once you complete the puzzle, you can use an action to alter the world within a 20-foot cube centered on the puzzle for 1 minute, or until it is solved, until you dismiss it as a bonus action, until you activate another puzzle, or until you're incapacitated. You can choose one of the following effects that last for the duration:  
  • Displace: You can teleport up to an amount of willing creatures equal to your proficiency modifier within the cube to a location of your choice that you can see within 500 feet. The teleportation is instantaneous and requires line of sight.
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  • Illusionary Maze: You can create an illusionary maze within the cube. Any creature that enters or are inside the cube must make a Wisdom saving throw. On a failed save, the creature is lost in the maze for 1 minute or until they solve the puzzle with a successful intelligence check (Investigation) against your spell save DC at the start of their turn.
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  • Illusionary Shift: You create the image of an object, a creature, or some other visible phenomenon inside the cube. The image appears at a spot within range of the cube and lasts for the duration or until they solve the puzzle with a successful intelligence check (Investigation) against your spell save DC at the start of their turn.
  Once you conjure a puzzle, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.   6th Level Feature
Puzzle Manipulation
At 6th level, your Weaver of Puzzles feature gains additional features, you can choose one of the following additional options;  
  • Shifting Terrain: You can cause the terrain within the cube to shift and change. You can create walls, pits, or other obstacles that impede movement or provide cover. Any creature that enters the area must make a Dexterity saving throw or become restrained by the shifting terrain for 1 minute or until they solve the puzzle with a successful intelligence check (Investigation) against your spell save DC at the start of their turn.
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  • Logical Barrier: You can create a barrier of riddles and puzzles that must be solved in order to pass through. Any creature that attempts to pass through the barrier must solve the puzzle with a successful intelligence check (Investigation) against your spell save DC at the start of their turn. If they fail to solve any of the puzzles, they cannot pass through the barrier. The barrier lasts for 1 minute or until they solve the puzzle.
  10th Level Feature
Riddle Mastery
At 10th level, your Weaver of Puzzles feature gains additional features, you can choose one of the following additional options;  
  • Illusory Reflection: You can create an illusionary reflection of the area within the cube. Any creature that enters the area or starts their turn in the cube must make an Intelligence saving throw or become confused and disoriented by the illusion for 1 minute or until they solve the puzzle with a successful intelligence check (Investigation) against your spell save DC at the start of their turn. While under the effects of the illusion, the creature may not take actions or reactions and cannot move more than 5 feet per turn.
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  • Illusionary Trap: You can create an illusionary trap within the cube that is triggered by creatures that fail to solve a puzzle or riddle. The trap can take any form you choose, such as a pit or a wall of fire. The trap lasts until it is triggered or until they solve the puzzle with a successful intelligence check (Investigation) against your spell save DC at the start of their turn.
  14th Level Feature
Arcane Puzzle
At 14th level, your Weaver of Puzzles feature can now expand further than normal. You can use an action to activate it, causing reality to warp and shift in a 40-foot radius around the puzzle instead of 20-foot radius. You can choose one of the following additional effects:  
  • Planar Shift: You can cause a planar shift, sending all creatures within the radius to another plane of existence of your choice. The creatures must make a Charisma saving throw. On a failed save, they are banished to the other plane for 1 minute or until they solve the puzzle with a successful intelligence check (Investigation) against your spell save DC at the start of their turn. If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
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  • Puzzling's Curse: You can force one creature within the cube to make a Wisdom saving throw. On a failed save, they are cursed, causing them to be afflicted with a riddle or puzzle that they must solve or suffer another curse if they fail to solve it. For example, you could curse a creature to be unable to speak unless they solve a riddle, or you could curse a creature to suffer damage every time they fail to solve a puzzle. Each time the cursed creature fails to solve the puzzle, they suffer the penalty associated with it, such as taking damage or being unable to speak. The curse lasts for 1 hour or until the creature solves the puzzle with a successful Intelligence check (Investigation) against your spell save DC at the start of their turn.
Dexteromancer
2nd Level Features
Hand of Might
Starting at 2nd level, you know Mage Hand without it counting against the number of cantrips you know.Additionally, when you cast the spell and as a bonus action on your turn, and subsequent turns, you can move the hand up to 30 feet and command your Mage Hand to take one of the following forms:  
  • Clench Fist: Your Mage Hand transforms into a spectral fist, allowing you to make a melee spell attack against a creature within 5 feet of it. On a hit, the target takes force damage equal to your Intelligence modifier plus your wizard level.
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  • Forceful Hand: Your Mage Hand transforms into a powerful forceful version. You can shove a creature within 5 feet of it. Make a intelligence check (Arcana) against the target's Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, the target is pushed 10 feet away from the hand. If you have the Telekinetic feat then the push increases by 5ft.
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  • Grasping Hand: Your Mage Hand transforms into a strong spectral hand with a powerful grip. You can use it to attempt to grapple a creature within 5 feet of it. Make a contested intelligence check (Arcana) against the target's Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, the target is grappled by the hand until the start of your next turn.
  Mage Hand Channelling
Also at 2nd level, your mastery over magical hands extends to channelling your touch spells through your Mage Hand. When you cast a spell or cantrip that has a range of touch, you can use your Mage Hand to deliver the spell instead of using your own hand. The Mage Hand must be within 30 feet of you.   6th Level Feature
Forceful Parry
At 6th level, your connection with your Mage Hand reaches a level of synergy that allows it to make forceful attacks of opportunity on your behalf. When a hostile creature within 5 feet of your Mage Hand makes an attack against you or moves away 5 feet from your Mage Hand, you can use your reaction to command the Mage Hand to make a Forceful Hand attack against that creature.   10th Level Feature
Ambidextrous Control
Upon reaching 10th level, your mastery over manipulating magical hands ascends to new heights. You gain the ability to know the Bigby's Hand spell without it counting against the number of spells you can know. If you already have Bigby's Hand as a known spell, you may choose another spell of the same level or lower from the wizard spell list.   Furthermore, you can now maintain both the effects of Bigby's Hand and Mage Hand simultaneously. As a bonus action, you can command both hands to perform the same action simultaneously. For example, if you choose the "clenching fist" effect for your Mage Hand, your Bigby's Hand will replicate the same effect from the bigby's hand spell (You can choose different creatures).   14th Level Feature
Masterful Multi-hand-cast
At 14th level, your mastery over magical hands reaches its pinnacle, allowing you to weave intricate spells with unparalleled finesse. When you cast the Bigby's Hand spell, you can choose to expend an additional spell slot of the same level. If you do, you summon a second Bigby's Hand alongside the first. Both hands act as part of the same magical object, counted as one entity for the purposes of hit points, concentration and Ambidextrous Control.

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