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User:Toancaro/Wizard: Difference between revisions

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! Description
! Description
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| {{User:Toancaro/Template:Class|Abjuration|w=35}} || {{SAI|Arcane Ward|w=25}} ||  
| {{User:Toancaro/Template:Class|Abjuration|w=35}} || {{SAI|Arcane Ward|w=25}} || The residual magic of your spells forms a ward around you that protects you from harm.
 
Each time you cast an Abjuration spell, the intensity of the ward increases by the amount of the spell's Level, up to a maximum of 2x your Wizard level.
 
Each time you take damage, the ward blocks an amount of damage equal to its intensity, and its intensity decreases by 1.
 
After each [[Long Rest]], the ward's intensity resets, and becomes the same as your Wizard level.
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| {{User:Toancaro/Template:Class|Conjuration|w=35}} || {{SAI|Minor Conjuration: Create Water|w=25}} ||  
| {{User:Toancaro/Template:Class|Conjuration|w=35}} || {{SAI|Minor Conjuration: Create Water|w=25}} || Call forth rain. It extinguishes exposed flames and forms a [[Water Surface]].
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| {{User:Toancaro/Template:Class|Divination|w=35}} || {{SAI|Portent|w=25}} ||  
| {{User:Toancaro/Template:Class|Divination|w=35}} || {{SAI|Portent|w=25}} || Your dreams grant you glimpses that let you influence the future.
 
After each [[Long Rest]], you gain two random Portent Dice. During the day, you can use your reaction to change the die of any [[Attack Roll]] or [[Saving Throw]] rolled near you to one of your Portent Dice.
 
Each Portent Die can only be used once, and you lose your unused Portent Dice at the end of the day.
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| {{User:Toancaro/Template:Class|Enchantment|w=35}} || {{SAI|Hypnotic Gaze|w=25}} ||  
| {{User:Toancaro/Template:Class|Enchantment|w=35}} || {{SAI|Hypnotic Gaze|w=25}} || {{Cond|Charmed|Charm}} and {{Cond|Incapacitated|Incapacitates}} a creature. It cannot attack you. It cannot act.
 
You can {{SAI|Maintain Hypnotic Gaze}} your Hypnotic Gaze each turn to extend its duration.
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| {{User:Toancaro/Template:Class|Evocation|w=35}} || {{SAI|Sculpt Spells|w=25}} ||  
| {{User:Toancaro/Template:Class|Evocation|w=35}} || {{SAI|Sculpt Spells|w=25}} || Create pockets of safety within your [[Evocation|Evocation spells]]. Allies automatically succeed their {{SavingThrow}}s against these spells and take no damage from them.
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| {{User:Toancaro/Template:Class|Illusion|w=35}} || {{SAI|Improved Minor Illusion|w=25}} ||  
| {{User:Toancaro/Template:Class|Illusion|w=35}} || {{SAI|Improved Minor Illusion|w=25}} || You can cast {{SAI|Minor Illusion}} as a bonus action.
 
You can remain hidden while casting this spell.
 
This spell can be cast while you are {{Cond|Silenced}}
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| {{User:Toancaro/Template:Class|Necromancy|w=35}} || {{SAI|Grim Harvest|w=25}} ||  
| {{User:Toancaro/Template:Class|Necromancy|w=35}} || {{SAI|Grim Harvest|w=25}} || Once per turn, if you kill a creature with a spell, you regain [[Hit Points]] equal to twice the [[Spells#Spell Slots|Spell Slot]] level used - thrice if it's a Necromancy spell. [[Undead]] and [[Constructs]] are unaffected.
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| {{User:Toancaro/Template:Class|Transmutation|w=35}} || {{SAI|Experimental Alchemy|w=25}} ||  
| {{User:Toancaro/Template:Class|Transmutation|w=35}} || {{SAI|Experimental Alchemy|w=25}} || You brew two [[Alchemy|Alchemical Solutions]] instead of one when combining extracts, if you succeed a [[Difficulty Class]] 15 [[Medicine]] [[Ability Check|Check]].
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==Common cantrips & spells==
==Common cantrips & spells==
Cantrips and spells that are available for every subclasses of Wizard class.
Cantrips and spells that are available for every subclasses of Wizard class.
{{User:Toancaro/Template:ClassPage|Wizard}}
{{User:Toancaro/Template:ClassPage|Wizard}}
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