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Lightmagemike
2019-02-25, 09:54 PM
Honestly, this is mostly something made on a whim. Some of the features are kind of based on an altered form of a Bladesinger, but with more punching. Because we need a good punch wizard in 5e (need is a strong word). I can see a multitude of problems with it at the base of things, but I felt the need to let other people see what I had wrought, perhaps taking something out of it for themselves. And so thus I present:



Unincanted Spells
When you adopt this tradition at 2nd level, you gain the ability to cast spells with a greater proficiency and focus, delaying their effects until the proper moment. As a bonus action on your turn, you may choose to cast a spell whose level is no greater than 1/4 your Wizard level, minimum of Cantrip. You may cast spells in this way with a higher spell slot, but you may not cast spells of a higher level. The spell is cast without its verbal or somatic components, and its effects do not take hold. You maintain a focus on the spell, keeping the magic primed within you until the most opportune moment. You may focus on a spell in this way for up to 1 minute, at which point the magic disperses and the spell slot is lost. You may focus on a number of spells equal to your Intelligence modifier (minimum 1) in this way at the same time.
If you are focusing on a spell in this way, you may use your reaction to allow its effects to take hold whenever another creature you can see makes an attack or casts a spell. The spell takes effects as though it had been cast, allowing you to choose the targeted creatures or area, if applicable. Only one spell can be unleashed in this way with a single reaction.

Cantus Bellax
Starting at 2nd level, you learn the arts of warfare practiced by those of the School of Magisters. After extensive training and focus, you have not only learned the steps and techniques of unarmed combat, but the spells of reinforcement used to grant yourself the ability needed to fight along the front lines. You are only capable of invoking the Cantus Bellax, the name of this reinforcement spell, if you are not wearing armor or using a shield.
Your unarmed strikes deal 1d4 damage on a hit and are considered as a finesse weapon.
You can use a bonus action to incarnate the Cantus Bellax, a reinforcement spell, which lasts for 1 minute. It ends early if you are incapacitated or if you don armor or a shield. You can also dismiss the Cantus Bellax any time you choose.
While the Cantus Bellax is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
- Whenever you make an unarmed strike, you may immediately apply the effects of a spell you are focusing on as through the Unincanted Spell feature as though it were cast.
- Whenever you hit with a damaging Cantrip, you may add your Intelligence modifier to the damage.
You can use this feature twice. You regain all expended uses of it when you finish a long or short rest.

Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Melodia Bellax
Starting at 10th level, you learn a more advanced form of the Cantus Bellax, applying a greater degree of protection and expertise to your reinforcement. While Cantus Bellax is active, you gain the following benefits:
- Any nonmagical bludgeoning, piercing, or slashing damage you take is reduced by 2.
- Whenever you hit with a damaging spell, you may add your Intelligence modifier to the damage.

Last Tale
Starting at 14th level, you gain a greater mastery over your Unincantated Spells, allowing you to direct their energy in a devastating tide of magic. Choose one of the following options below. The damage for each option is determined by the Unincanted Spells you currently have stored, a number of d8’s equal to the combined level of the Unincanted Spells (not spell slots). All current Unincanted Spells are considered as having been expended once you use one of the following options.
- Jovis Tempestas Fulguriens. You direct all of the energy from the Unincanted Spells you have stored forward, to strike your enemies. All creatures in a line 5 feet wide and 60 feet long must make a Dexterity saving throw. On a failed save, they take lightning damage according to the above rule and are pushed back 15 feet, taking half damage on a success.
- Nivis Tempestas Obscurans. You direct all of the energy from the Unincanted Spells you have stored forward, to strike your enemies. All creatures in a line 5 feet wide and 60 feet long must make a Dexterity saving throw. On a failed save, they take cold damage according to the above rule and have their speed halved until the start of your next turn, taking half damage on a success.
- Veris Tempestas Florens. You direct all of the energy from the Unincanted Spells you have stored forward, to strike your enemies. All creatures in a line 5 feet wide and 60 feet long must make a Constitution saving throw. On a failed save, they take acid damage according to the above rule and are stunned until the start of your next turn, taking half damage on a success.
- Vulcanus Tempestas Flagrantians. You direct all of the energy from the Unincanted Spells you have stored forward, to strike your enemies. All creatures in a line 5 feet wide and 60 feet long must make a Dexterity saving throw. On a failed save, they take fire damage according to the above rule, taking half damage on a success. All flammable materials within range are ignited

JNAProductions
2019-02-25, 10:34 PM
Unincanted Spells are odd. I'm not sure on them, balance-wise, but they seem okay?

Cantus Bellax is supposed to have an X per rest clause, right? Because right now it's at-will.

Extra Attack, fine.

Melodia looks fine.

Last Tale. Veris Tempestas Florens looks to be the best, and let me see...

4.5 damage per spell level, 2.25 on a save.
So you'd need to store about five 2nd level spells to guarantee the stunning. Considering that few things are immune or resistant to acid... Why not just make it on a failed save they get stunned?

Lightmagemike
2019-02-25, 10:57 PM
Whoops. Meant to put a 2 per rest in there as with a Bladesinger's Bladesong.

As for the stun effect, I suppose that makes sense. I do want there to actually be a better balance amongst the four though, so that there is a reason to choose one over the other.

Changes applied.