LichMan13
2020-09-05, 06:49 AM
The idea started with a subclass specialized in ritual spells into something based around subtle mastery of magic and some supplementary effects stacking atop each other. This is a subclass meant to be a supportive addition to a party. So share your opinion and impression of this homebrew subclass.
DnD 5e Wizard’s School of Rituals
Purveyor
Beginning when you select this school at level two, you can learn any spell with a ritual tag on it. The time and gold it takes to copy a ritual spell is halved. You may learn one additional ritual spell alongside the spells you normally learn for for every even numbered level reached.
Ritual Circle
At level 2 by conjuring a mystical circle, one minute of concentration, and the proper components you can put certain buffs or effects onto yourself or others, even several people at once. This can only be done outside of combat and the person or people must be inside the conjured circle at that time for the buff or effect to be applied. An individual can only have 2 buffs on them at a time per day, they must be different.
List of Ritual Circles:
Circle of Protection
Component: Black Onyx
Effect: Your next 3 saving throws can be rolled with advantage before your next long rest. This is a buff.
Circle of Healing
Component: One Healing Herb Per Person
Effect: Heal 1d20 of hit points. Can only be 3 used times between long rests. This is an effect.
Circle of Vitality
Component: Clear Quartz Crystal
Effect: Acquire 15 extra maximum hit points until your next long rest. Once 15 points of damage have been taken the buff will expire. This is a buff.
Circle of Power
Component: Dagger
Effect: Add 1d6 damage once to each attack made and damaging spell cast up to 3 times until your next long rest. This is a buff.
Circle of Resilience
Component: Red Jasper
Effect: Choose and gain resistance to a specific damage type for up to 3 attacks or spells until your next long rest. This is a buff.
Circle of Luck
Component: Peridot
Effect: Gain advantage on 3 skill checks until your next long rest. This is a buff.
Cantrip Mastery
At level 6 you gain the ability to cast a cantrip using your bonus action up to 6 times between long rests. You can replenish 2 uses with a short rest. Additionally you may choose 3 non-damaging cantrips from any class to add to your spells known.
Meditative Trance
At level 10 and on-wards you can enter a meditative state of concentration to activate the effect of Arcane Recovery outside outside of a short rest.(must be outside of combat.) You may choose two other people within 10 feet of you who will then also be able to restore a number of spell slots that have a combined level that is equal to or less than half their level (rounded up), and none of the slots can be 6th level or higher. This can only be used once between long rests. This form of arcane recovery can be extended to 2 people during a short rest as well once per short rest. (this effect cannot extend to people who also already possess a spell slot recovery feature during short rests)
Blood Talisman
At level 14 you have learned how to craft reusable magical paper talismans. You can sacrifice hit points to enchant one of the paper talismans. For every 5 hit points expended the talisman can increase the level of a spell by one spell slot level, up to a maximum increase of 3 levels per paper talisman. You can only maintain a maximum of 5 readied paper talismans. The paper talismans can only be utilized five times per day.
DnD 5e Wizard’s School of Rituals
Purveyor
Beginning when you select this school at level two, you can learn any spell with a ritual tag on it. The time and gold it takes to copy a ritual spell is halved. You may learn one additional ritual spell alongside the spells you normally learn for for every even numbered level reached.
Ritual Circle
At level 2 by conjuring a mystical circle, one minute of concentration, and the proper components you can put certain buffs or effects onto yourself or others, even several people at once. This can only be done outside of combat and the person or people must be inside the conjured circle at that time for the buff or effect to be applied. An individual can only have 2 buffs on them at a time per day, they must be different.
List of Ritual Circles:
Circle of Protection
Component: Black Onyx
Effect: Your next 3 saving throws can be rolled with advantage before your next long rest. This is a buff.
Circle of Healing
Component: One Healing Herb Per Person
Effect: Heal 1d20 of hit points. Can only be 3 used times between long rests. This is an effect.
Circle of Vitality
Component: Clear Quartz Crystal
Effect: Acquire 15 extra maximum hit points until your next long rest. Once 15 points of damage have been taken the buff will expire. This is a buff.
Circle of Power
Component: Dagger
Effect: Add 1d6 damage once to each attack made and damaging spell cast up to 3 times until your next long rest. This is a buff.
Circle of Resilience
Component: Red Jasper
Effect: Choose and gain resistance to a specific damage type for up to 3 attacks or spells until your next long rest. This is a buff.
Circle of Luck
Component: Peridot
Effect: Gain advantage on 3 skill checks until your next long rest. This is a buff.
Cantrip Mastery
At level 6 you gain the ability to cast a cantrip using your bonus action up to 6 times between long rests. You can replenish 2 uses with a short rest. Additionally you may choose 3 non-damaging cantrips from any class to add to your spells known.
Meditative Trance
At level 10 and on-wards you can enter a meditative state of concentration to activate the effect of Arcane Recovery outside outside of a short rest.(must be outside of combat.) You may choose two other people within 10 feet of you who will then also be able to restore a number of spell slots that have a combined level that is equal to or less than half their level (rounded up), and none of the slots can be 6th level or higher. This can only be used once between long rests. This form of arcane recovery can be extended to 2 people during a short rest as well once per short rest. (this effect cannot extend to people who also already possess a spell slot recovery feature during short rests)
Blood Talisman
At level 14 you have learned how to craft reusable magical paper talismans. You can sacrifice hit points to enchant one of the paper talismans. For every 5 hit points expended the talisman can increase the level of a spell by one spell slot level, up to a maximum increase of 3 levels per paper talisman. You can only maintain a maximum of 5 readied paper talismans. The paper talismans can only be utilized five times per day.