CyberThread
2014-08-10, 01:47 AM
Hi, as the Wizard is a rather large strength due to spell choices, I am going to be avoiding all of that, and merely focus on the sub schools. So here we go ( This is a work in progress, I started this late and heading to bed, I have 4 more schools to go through ).
THE WIZARD SUB CLASSES
Abjuration
Abjur Savant:Half the cost of adding spells of abjuration
Arcane Ward: When cast abjuration spells gain temp hp
Projected Ward: Have ward protect others you see.
Improved abjuration : When casting abjuration spells add proficiency bonus to ability checks.
Spell Resistance: Advantage against saving throws against spells, gain resistance damage of spells.
Conjuration:
Conjuration Savant: Conjuration Spells are at half Cost
Minor Conjuration: At will creating inanimate object, goes poof when takes damage or 1 hour passes
Benign Transposition: Teleport to a space 30 ft that is unoccupied or switch spaces with a willing creature, used once per long rest, or after each use of a Conjuration spell.
Focused Conjuration: Concentration on a Conjuration spell cannot be broken by damage.
Durable Summon : Summons have an extra 30 HP
Divination :
Divination Savant : Half price spells to book
Portent: Roll 2d20's each roll can be used to replace a d20 roll before the next long rest.
Expert Divination : When cast a Divination spell you gain a lower level slot .
The Third Eye: Gain one of these benefits until your next short/long rest.
Darkvision , Etheral Sight,read any language, or see invisibility
Greater Potent: 3d20's
Enchantment:
Savant : Half price adding Enchantment spells to your book
Hypnotic Gaze: Charm a creature 5ft from you, must stay within 5ft to maintain effect. Creature is incapacitated and dazed, effect ends if take damage or chose to end it.
Instinctive Charm: Creatures within 30 ft attack you, you can attempt to divert the attack to attack another creature within range. On a successful save can not be used on the same target until a long rest.
Split Enchantment: Enchantment spells can target two creatures instead of just one.
Alter Memories : While charmed by a Enchantment spell, you can make the target forget what it did while it was charmed, and remain unaware that it had been charmed.
Evocation
Savant: Add Evocation spells at half price.
Sculpt Spells: Create safe zones within a Evocation spell
Potent Cantrip: Even if gain saving throw, target takes half damage.
Empowered Evocation: Add Int; too Evocation spell damage rolls
Over Channel: 5th level and lower Evocation spells do maximum damage, if use feature a second time take 2d12 damage, if use it again before a short/long rest do 1d12 per spell level. Effect ignores resistance and immunities.
Necromancy
Savant: Half priced add Necromancy spells to book
Grim Harvest: Gain HP on a spell that kills a target double of its level or triple if Necromancy school.
Undead Thralls: Add Animate Dead to Spells Known, target an additional area to create undead, creation has increased hit points and adds wizards proficiency bonus on damage rolls.
Inured to Undeath: Gain Resistance to necrotic damage. HP Maximum can't be reduced.
Command Undead: Attempt to control undead created by others or feral undead.
THE WIZARD SUB CLASSES
Abjuration
Abjur Savant:Half the cost of adding spells of abjuration
Arcane Ward: When cast abjuration spells gain temp hp
Projected Ward: Have ward protect others you see.
Improved abjuration : When casting abjuration spells add proficiency bonus to ability checks.
Spell Resistance: Advantage against saving throws against spells, gain resistance damage of spells.
Conjuration:
Conjuration Savant: Conjuration Spells are at half Cost
Minor Conjuration: At will creating inanimate object, goes poof when takes damage or 1 hour passes
Benign Transposition: Teleport to a space 30 ft that is unoccupied or switch spaces with a willing creature, used once per long rest, or after each use of a Conjuration spell.
Focused Conjuration: Concentration on a Conjuration spell cannot be broken by damage.
Durable Summon : Summons have an extra 30 HP
Divination :
Divination Savant : Half price spells to book
Portent: Roll 2d20's each roll can be used to replace a d20 roll before the next long rest.
Expert Divination : When cast a Divination spell you gain a lower level slot .
The Third Eye: Gain one of these benefits until your next short/long rest.
Darkvision , Etheral Sight,read any language, or see invisibility
Greater Potent: 3d20's
Enchantment:
Savant : Half price adding Enchantment spells to your book
Hypnotic Gaze: Charm a creature 5ft from you, must stay within 5ft to maintain effect. Creature is incapacitated and dazed, effect ends if take damage or chose to end it.
Instinctive Charm: Creatures within 30 ft attack you, you can attempt to divert the attack to attack another creature within range. On a successful save can not be used on the same target until a long rest.
Split Enchantment: Enchantment spells can target two creatures instead of just one.
Alter Memories : While charmed by a Enchantment spell, you can make the target forget what it did while it was charmed, and remain unaware that it had been charmed.
Evocation
Savant: Add Evocation spells at half price.
Sculpt Spells: Create safe zones within a Evocation spell
Potent Cantrip: Even if gain saving throw, target takes half damage.
Empowered Evocation: Add Int; too Evocation spell damage rolls
Over Channel: 5th level and lower Evocation spells do maximum damage, if use feature a second time take 2d12 damage, if use it again before a short/long rest do 1d12 per spell level. Effect ignores resistance and immunities.
Necromancy
Savant: Half priced add Necromancy spells to book
Grim Harvest: Gain HP on a spell that kills a target double of its level or triple if Necromancy school.
Undead Thralls: Add Animate Dead to Spells Known, target an additional area to create undead, creation has increased hit points and adds wizards proficiency bonus on damage rolls.
Inured to Undeath: Gain Resistance to necrotic damage. HP Maximum can't be reduced.
Command Undead: Attempt to control undead created by others or feral undead.