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Student of Magic
As a scribe,
you gain following abilities:
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Arcane Scholar. You gain
proficiency and expertise in arcana skill.
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Practiced Rites. While
holding your spellbook, you can cast a ritual spell in your spellbook using
the spell’s normal casting time, rather than adding 10 minutes to it. Once
you use this benefit, you can’t do so again until you finish a long rest.
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Studious. Whenever
you finish a short rest, you can change a number of your prepared wizard
spells up to your Intelligence modifier. In addition, the time needed to
study another spellbook is halved.
School Specialist
At 6th level
you gain a feature based on the spell school you chose for your ‘Spell School
Specialisation’ feature.
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School
Specialist Features
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Spell School Specialisation
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School Specialist Feature
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Abjuration
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Abjurant Armour
While
you are under the effect of one or more abjuration spells and you are
wearing no armour or shield, your armour class increases by +2. This bonus
stacks with any armour granted by abjuration spells (i.e. when you cast
the shield spell).
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Conjuration
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Durable Summons
Any creature that you
summon or create with a conjuration spell has its maximum hit points
increased by an amount equal to twice your wizard level.
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Divination
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Shared Visions
You
gain the ability to share your divination spells with other creatures.
When
you cast a divination spell of 1st level or higher that normally only
targets yourself, you can give the benefit of that spell to a willing
creature within 5 feet of you instead. You must still maintain
concentration on the spell if it requires concentration.
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Enchantment
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Forgetful Charm
You gain the ability to
make a creature unaware of your magical influence on it. When you cast an
enchantment spell to charm one or more creatures, you can alter one
creature’s understanding so that it remains unaware of being charmed.
Additionally, once before the spell expires, you can use your action to try
to make the targets forget some of the time it spent charmed. A
creature must succeed on an Intelligence saving throw against your wizard
spell save DC or forget the time it spent charmed up to a
number of hours equal to your Intelligence modifier. You can make a
creature forget less time, and the amount of time can’t exceed the duration
of your enchantment spell.
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Evocation
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Admixture
When
you cast an evocation spell with a spell slot, you can temporarily replace
its damage type with a type that appears in another evocation spell in your
spellbook, which magically alters the spell’s formula for this casting
only. The latter spell must be of the same level as the spell slot you
expend.
Also,
when a creature succeeds on a saving throw against your evocation cantrips
or you miss them with an attack roll, the creature takes half the cantrip’s
damage (if any) but suffers no additional effect from the cantrip.
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Illusion
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Shadow Weaving
When you add new spells
to your spellbook, you can also select conjuration and evocation spells
with your school savant feature and add them to your spellbook as special
illusion spells; as shadow conjuration and shadow
evocations spells. Effects created by these special illusion spells are
indistinguishable from their conjuration and evocation counterparts and any
targets perceives effects such as damage as appropriate to the illusion:
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Shadow Conjuration. When you add a
shadow conjuration spell to your spellbook, it becomes an illusion spell
for all purposes. If the spell calls for a saving throw, the shadow
conjuration spell calls for a Wisdom saving throw instead. If the spell
deals damage, the shadow conjuration spell deals psychic damage instead.
Also, if the spell summons creatures, it summons phantasmal creatures
instead. A phantasmal creature uses the template described in the spell,
except it deals psychic damage instead of the damage described in the spell
and any saving throw the template calls for becomes a Wisdom saving throw
to resist instead.
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Shadow Evocation. When you add a
shadow evocation spell to your spellbook, it becomes an illusion spell for
all purposes. If the spell calls for a saving throw, the shadow evocation
spell calls for an Intelligence saving throw and if the spell deals damage,
the shadow evocation spell deals psychic damage instead.
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Necromancy
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Dread Necromancy
You
master the ability to create undead creatures granting you the following
benefits:
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You add the animate dead spell
to your spellbook if it is not there already and you always have it
prepared. Undead creatures you create with your spells can add your
Intelligence modifier to its damage rolls instead of its Strength or
Dexterity.
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Whenever an undead creature you have
created with a spell reduces another creature to 0 hit points, that undead
creature regains 10 hit points.
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Transmutation
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Transformist
You learn the alter
self and shape self as wizard spells and can cast
these spells as a bonus action without expending a spell slot. If you cast alter
self with a spell slot or shape self as a ritual, you can target
a willing creature you ‘touch’ instead of casting the spell on yourself.
When you cast shape
self, the target also retains the ability to talk.
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School master
At 14th level
you gain another feature based on your specialist school:
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School
Master Features
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Spell
School Specialisation
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School
Master
Feature
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Abjuration
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Initiate of the Veil
When you finish a long
rest, you can create a protective seven layered magical veil duplicating
the effects of prismatic magic around yourself. The veil lasts until the
end of your next long rest (where you can create a new one). Whenever
another creature attacks you, casts a spell on you, or you take damage, you
can expend one of the layers as a reaction potentially negating the
triggering effect. Once you have expended a layer, you cannot use that
layer again until you finish a long rest:
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Red Layer. The
triggering creature takes 6d6 fire damage.
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Orange Layer. Completely
negate the damage from the triggering ranged attack or a spell attack.
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Yellow Layer. You
become immune to damage and effects from gases, clouds, and breath attacks
until the end of your next turn.
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Green Layer. You
create a poisonous cloud in a 20-foot-radius sphere centred on yourself.
The sphere spreads around corners, and its area is heavily obscured. The
cloud lasts until the end of your next turn and creatures that enter the
area for the first time on a turn or ends its turn in the cloud must make a
Constitution saving throw or take 2d10 poison damage. You are immune to
poison damage for the same duration.
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Blue Veil. The
triggering creature must succeed on a Constitution saving throw or
become petrified until the end of its next turn.
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Indigo Veil. The
triggering creature becomes confused until the end of its next turn.
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Violet Veil. The
triggering creature takes 4d6 + 20 force damage if it is within 5 feet of
you. If this damage reduces the target to 0 hit points, it is
disintegrated. A disintegrated creature and everything it are wearing and
carrying, except magic items, are reduced to a pile of fine grey dust.
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Conjuration
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Master Summoner
When
you use a spell slot to cast a conjuration spell that summons one or more
creatures, you can increase the casting time of the spell by 10 minutes.
When cast like this, the spell does not require concentration and last
until the creature is reduced to 0 hit points or until you finish a long
rest instead of its normal duration. You still have full control over the
summoned creatures as if you were concentrating on the spell. The spell
ends as if you had lost concentration on the spell if you use this feature
again.
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Divination
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Master of the Third Eye
You
have studied forgotten secrets of divination. When you cast a divination
spell on another creature, you can target yourself as well as the target with
that spell. Also, when another creature you can see casts a divination
spell, you can use a reaction to gain the benefit of that spell as well.
You
also gain the following ability:
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Open
Third Eye. As a bonus
action, you can see things for what they really are until you use another
bonus action to end the effect. You gain the benefit of the true seeing
spell. At the end of each of your turns, you must succeed on a DC15
Intelligence saving throw or become confused for 1 minute. If are
already confused when you make this saving throw, you instead take
6d6 psychic damage on a failed saving throw and
are cursed with insanity. While cursed, you are incapacitated, can't
understand what other creatures say, can't read, and speak only in
gibberish.
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Enchantment
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Split enchantment
When
you cast an enchantment spell that targets only one creature, you can have
it target a second creature. If you target just one creature with your
enchantment spells, that creature instead has disadvantage on the saving
throw.
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Evocation
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Maximised Spellpower
You can increase the
power of your evocation spells. When you cast an evocation spell of 5th
level or lower that deals damage, you can deal maximum damage with that
spell. The first time you do so, you suffer no adverse effect. If you use
this feature again before you finish a long rest, you take 1d10 damage
for each level of the spell, immediately after you cast it. This damage is
the same type of the spell deals. Each time you use this feature again
before finishing a long rest, the damage per spell level increases
by 1d10.
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Illusion
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Illusory Reality
You
have mastered the secret of weaving shadow magic into your illusions to make
them a semi-real. When you cast an illusion spell of 1st level or higher,
you can choose one inanimate, nonmagical object that is part of the
illusion and make that object temporarily real. On each of your turns while
the spell is active, you can as a bonus action repeat this effect or
reverse the effect, making the object illusory and intangible instead. An
object made real remains real for 1 minute or until the spell ends.
This
object cannot be made to deal damage or otherwise directly harm anyone. For
example, you can create an illusion of a bridge over a chasm and then make
it real long enough for your allies to cross, but you cannot make an
illusory pit of lava deal damage to creatures.
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Necromancy
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Command Undead
You can use magic to
bring undead under your control. As an action, you can choose one undead
that you can see within 60 feet of you. That creature must make a Wisdom
saving throw. If it succeeds, you can’t use this feature on it again. If it
fails, it becomes friendly to you and obeys your commands until you use
this feature again. Intelligent undead are harder to control in this way.
If the target has an Intelligence of 8 or higher, it has advantage on the
saving throw. If it fails the saving throw and has an Intelligence of 12 or
higher, it can repeat the saving throw at the end of every hour until it
succeeds and breaks free. Undead creatures created by a spell you cast
automatically fails their saving throw against this ability.
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Transmutation
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Shapechanger
You
know the polymorph spell, and you can cast it once between
short or long rests without expending a spell slot.
When
you cast polymorph on yourself, the spell does not require
concentration and you retain your ability to speak, your alignment,
personality, as well as your Intelligence, Wisdom, and Charisma scores. You
also retain all your skills and saving throw proficiencies, in addition to
gaining those of the template.
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