Tuesday, 30 May 2017

Alessandro (Sandro) the Monk (Fergus PC)

Alessandro (Sandro) the Monk

Sandro is a young monk from the City of Rallu, he has a love of martial arts and trains for hours with his nunchucks. Whilst he was practicing his martial arts moves in a park close to his home, he was watched by Diana Vex, Founder of the Warriors Training School for Female Fighters, she was very impressed by his style and grace and thought that with the right tutoring, he could develop these skills to become a highly skilled martial arts figher. She contacted Tepon Algor, a high preist of Poseidon and told him about Sandro, whilst training on martial arts. Diana then introduced herself to Sandro and set up a meeting with him and Tepon. Not being the most academic person in Rallu, it had not crossed his mind that his martial arts skills could be used as a career, but once he had spoken to Tepon, his mind was made up and a new journey had started.  To start off this journey, Tepon has handed Sandor what appears to be a normal staff and asked him to pass it on to Larsonos, the High Priest of Apollo at the Temple-Tomb of Belaras. Sandro the Monk then sets off from Rallu for the first time, heading in the direction of the Ghinarian Hills, not really knowing what the road ahead will hold.

He comes from a small family, his parents running a successful seafood business in the docks at Rallu market.

Human Monk
Level 6
Proficiency +3

STR 10 (+0) INT 11 (+0), WIS 14 (+2), CON 16 (+3), DEX 16 (+3), CHA 13 (+1)
Saves/Checks: ST +3 IN +3 WI +5 CON +6 DE +6 CHA +4

HP= 51 (11+8x5)
AC=15 (Unarmoured defense) (+3 Dex +2 Wis)
Speed 40' (unarmoured movement)
SA Deflect Missiles

Weapon:
shortswords (2 attacks) ATT +6 Hit: d6+3, 2+1 unarmed
Unarmed (2 attacks) ATT+6 Hit: d6+3, 2+1
10 darts (2 attacks, ATT +6 Hit: d4+3), and adventurers pack

Alignment: CG(N)
Skills: stealth, survival, insight
Ki Points: =Level, recharge on Short Rest
Ki Save DC: 13 (8+WIS+Prof)

Treasure
GP: 44 (10+34 reward from Thuvia)?
___________________

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d 10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this Attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the Attack.

Open Hand Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
It must succeed on a Dexterity saving throw or be knocked prone.
It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
It can’t take reactions until the end of your next turn.

Slow Fall - Reaction to reduce fall damage by Levelx5 hp.

Monk

As a monk, you gain the following Class Features.


Hit Points

Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st


Starting Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

Armor: none
Weapons: simple Weapons, shortswords
Tools: any one type of artisan's tools or any one musical instrument of your choice
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth


Starting Equipment

You start with the following items, plus anything provided by your background.

• (a) a Shortsword or (b) any simple weapon
• (a) a Dungeoneer's Pack or (b) an Explorer's Pack
• 10 darts

Alternatively, you may start with 5d4 gp to buy your own Equipment.

Table: The Monk
LevelProficiency BonusMartial ArtsKi Points/LRUnarmored MovementFeatures
1st+21d4Unarmored Defense, Martial Arts
2nd+21d46+10 ft.Ki, Unarmored Movement
3rd+21d49+10 ft.Monastic Tradition, Deflect Missiles
4th+21d412+10 ft.Ability Score Improvement, Slow Fall
5th+31d615+10 ft.Extra Attack, Stunning Strike
6th+31d618+15 ft.Ki-­Empowered Strikes, Monastic Tradition feature
7th+31d621+15 ft.Evasion, Stillness of Mind
8th+31d624+15 ft.Ability Score Improvement
9th+41d627+15 ft.Unarmored Movement improvement
10th+41d630+20 ft.Purity of Body
11th+41d833+20 ft.Monastic Tradition feature
12th+41d836+20 ft.Ability Score Improvement
13th+51d839+20 ft.Tongue of the Sun and Moon
14th+51d842+25 ft.Diamond Soul
15th+51d845+25 ft.Timeless Body
16th+51d848+25 ft.Ability Score Improvement
17th+61d1051+25 ft.Monastic Tradition feature
18th+61d1054+30 ft.Empty Body
19th+61d1057+30 ft.Ability Score Improvement
20th+61d1060+30 ft.Perfect Self



Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.


Martial Arts

Your practice of martial arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk Weaponsand you aren't wearing armor or wielding a Shield.

• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.

• You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon.

• When you use the Attack action with an unarmed strike or a monk weapon on Your Turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attackaction and Attack with a Quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.

Certain monasteries use specialized forms of the monk Weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a Sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game Statistics provided for the weapon.


Ki

Starting at 2nd level, your Training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a  Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier


Flurry of Blows

Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.


Patient Defense

You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.


Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.


Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.


Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.


Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d 10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this Attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the Attack.


Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any Fallingdamage you take by an amount equal to five times your monk level.


Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attackaction on Your Turn.


Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be Stunneduntil the end of your next turn.


Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.


Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be Charmed or Frightened.


Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.


Tongue of the Sun and Moon

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a Language can understand what you say.


Diamond Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.


Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.


Empty Body

Beginning at 18th level, you can use your action to spend 4 ki points to become Invisiblefor 1 minute. During that time, you also have Resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the Astral Projection spell, without needing material Components. When you do so, you can't take any other creatures with you.


Perfect Soul

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Monastic Traditions

Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse.

Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.


Way of the Open Hand

Monks of the Way of the Open Hand are the ultimate masters of martial arts Combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.


Open Hand Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.


Wholeness of Body

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a Long Rest before you can use this feature again.


Tranquility

Beginning at 11th level, you can enter a Special meditation that surrounds you with an aura of peace. At the end of a Long Rest, you gain the effect of a Sanctuary spell that lasts until the start of your next Long Rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.


Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Attributes


Hit Diced8
Saving ThrowsStrength, Dexterity

Ajax Vex, Wizard of Rallu (Fergus PC) RIP 13/6/47

Image
Killed by Blackarrow pirates 13/6/47

Ajax
MU9 (4,3,3,3,1) 13 (9+4 (INT BONUS) slots
HP: 65 (6+(8x4)+(9x3)
XP:56,800/64,000
HP recovery D6+3 per HD (9 in total)

STR 9 INT 18(+4) WIS 13 DEX 15 (+1) CON 16 (+3) CHR 11

Spells (4)

Cantrips: Acid splash, message, fire bolt, light

Level 1 (4) Mage Armour, Shield, Magic Missile



Level 2 (3) Invisibility, spider climb



Level 3 (3) Fireball, Fly, Lighting Bolt, Haste


Level 4 (3) Polymorph, Wall of Fire


Level 5 (1) Cone of Cold

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your Evocation Spells. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.



MI:
Boots of striding and springing, gloves of swimming and climbing

6 blue saphires worth 1000gp each
Wand of bull strength, 16 charges, increases strength by +2

Axe worth 100gp
10gp
54 gp of silver jewellry








MU 9 (4,3,3,3, 1) 13 spells memorised
AC 15 with Mage Armour
HP 65 (9+7x8)
HP D6+3 per HD

STR 9 INT 18 WIS 13 DEX 15 CON 16 CHR 11

Proficiency Bonus +4

Spells (Save DC 16, Spell Attack +8)

Cantrips: Acid splash, message, minor illusion, light

Level 1 (4) Mage Armour, Shield, Magic Missile

Level 2 (3) Mirror image, invisibility

Level 3 (3) Fireball, Fly, Lighting Bolt, Haste

Level 4 (2) Polymorph, Confusion, Wall of Fire

Level 5 (1)

MI:
Boots of striding and springing, gloves of swimming and climbing, Wand of Bull's Strength (attuned, c.16) - each use (action, range 30') raises target's STR by +2 for 1 hour (does not stack) and can go over 20, so eg Hakeem STR 20>22 giving +15 to hit & +9 dmg not raging.

6 blue saphires worth 1000gp each

Ajax is the MU son of Diana Vex, an Amazonian single mother warrior. When she found out she was pregnant she told her widowed father Heracles Vex the news that he was to become a Grandfather. Unfortunately for her, her Father felt that she brought shame to the family and threatened to disown her unless she had an abortion. Diana reacted angrily to this, saying that all he wanted was a son and whatever she would do would never be seen as good enough in his eyes, so decided to leave for Rallu, where her Uncle (and Mother's brother) Ajax Vex (father of Lorius) now lived, so she could bring up her unborn child in a safe environment. Diana and her Father had never got on. Unfortunately for Diana, her Mother passed away during childbirth and she felt that her Father (Heracles) never forgave her for this. Nine months later, Diana gave birth to a healthy baby boy and named him after her Uncle who had so kindly taken her in. Ajax has been told that his Father was a Magic User adventurer who regularly sent Diana payments to ensure that her Son would have a good start to life. When Ajax was 14, these payments stopped, it is not known whether Ajax's father was killed or if he stopped making these payments and why they stopped. However Diana was not too peturbed by this as by this time she had inherited the house and small lump sum that her Uncle had left her when he passed away, therefore providing security to the two of them. When Ajax asks for more details about his Father, Diana always gives vague answers, Ajax feels that there is something his Mother is hiding, but feels he can't press her on the issue because of everything she and her uncle did for him. He has tried to find out more information on a couple of occasions, but after seeing that his Mother got upset, decided against pushing the issue further. He does have a feeling that the information she is keeping from his involes his Father indirectly and was not something his Father did to his mother. As a skilled fighter in her youth, Diana decided to use these skills in setting up a Warriors Training School for Female Fighters in Rallu, teaching everything from self defence to armed combat. Having had a troubled relationship with her father, she wanted to build somewhere which other woman who would be in a similar predicament could come for safety and security. Any females who find themselves at the School, are given an opportunity to deal with their past and overcome any issues and to use this as an opportunity to build a new life. The School is now financially secure and receives no funding from the State, but receives funding from local religious temples and former pupils who work with the school in using the services of the woman for employment.

Ajax is the MU son of Diana Vex, a Ghinarian single mother warrior.  When she found out she was pregnant she told her widowed father Heracles the news that he was to become a Grandfather. Unfortunately for her, her Father felt that she brought shame to the family and threatened to disown her unless she had an abortion. Diana reacted angrily to this, saying that all he wanted was a son and whatever she would do would never be seen as good enough in his eyes, so decided to leave for Rallu, where her Uncle  (and Mother's brother) Ajax Vex (father of Lorius Vex) lived, so she could bring up her unborn child in a safe environment.

Diana and her Father had never got on. Unfortunately for Diana, her Mother had passed away during childbirth and she felt that her Father never forgave her for this.

Nine months later, Diana gave birth (4420) to a healthy baby boy and named him after her Uncle Ajax who had so kindly taken her in.

Ajax has been told that his Father was a Magic User adventurer who regularly sent Diana payments to ensure that her Son would have a good start to life. When Ajax was 14 (4434), these payments stopped, it is not known whether Ajax's father was killed or if he stopped making these payments and why they stopped. However Diana was not too perturbed by this as by this time she had inherited the house and small lump sum that her Uncle had left her when he passed away (in 4430), therefore providing security to the two of them. When Ajax asks for more details about his Father, Diana always gives vague answers, Ajax feels that there is something his Mother is hiding, but feels he can't press her on the issue because of everything she and her uncle did for him. He has tried to find out more information on a couple of occasions, but after seeing that his Mother got upset, decided against pushing the issue further. He does have a feeling that the information she is keeping from his involves his Father indirectly and was not something his Father did to his mother.

As a skilled fighter in her youth, Diana decided to use these skills in setting up a Warriors Training School for Female Fighters in Rallu, teaching everything from self defence to armed combat. Having had a troubled relationship with her father, she wanted to build somewhere which other woman who would be in a similar predicament could come for safety and security. Any females who find themselves at the School, are given an opportunity to deal with their past and overcome any issues and to use this as an opportunity to build a new life. The School is now financially secure and receives no funding from the State, but receives funding from local religious temples and former pupils who work with the school in using the services of the woman for employment.


As a wizard, you gain the following Class Features.


Hit Points

Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st


Starting Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: none
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion


Starting Equipment

You start with the following items, plus anything provided by your background.

• (a) a Quarterstaff or (b) a Dagger
• (a) a Component pouch or (b) an arcane focus
• (a) a Scholar's Pack or (b) an Explorer's Pack
• A Spellbook

Alternatively, you may start with 4d4 x 10 gp to buy your own Equipment.


Table: The Wizard
LevelProficiency BonusFeaturesCantripsKnown—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Arcane Recovery32--------
2nd+2Arcane Tradition33--------
3rd+2-342-------
4th+2Ability Score Improvement443-------
5th+3-4432------
6th+3Arcane Tradition feature4433------
7th+3-44331-----
8th+3Ability Score Improvement44332-----
9th+4-443331----
10th+4Arcane Tradition feature543332----
11th+4-5433321---
12th+4Ability Score Improvement5433321---
13th+5-54333211--
14th+5Arcane Tradition feature54333211--
15th+5-543332111-
16th+5Ability Score Improvement543332111-
17th+6-5433321111
18th+6Spell Mastery5433331111
19th+6Ability Score Improvement5433332111
20th+6Signature Spell5433332211


Spellcasting

As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.

Cantrips

At 1st level, you know three Cantrips of your choice from the wizard spell list. You learn additional wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook

At 1st level, you have a Spellbook containing six 1st-level wizard Spells of your choice. Your Spellbook is the repository of the wizard Spells you know, except your Cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Wizard table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of wizard Spells that are available for you to cast. To do so, choose a number of wizard Spells from your Spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of wizard Spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Levelfor each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard Spells, since you learn your Spellsthrough dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when Setting the saving throw DC for a wizard spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard Spells.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Wizard table. On your adventures, you might find other Spells that you can add to your Spellbook (see “Your Spellbook”).


Arcane Recovery

You have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.


Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools, such as Evocation. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.


Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


Spell Mastery

At 18th level, you have achieved such mastery over certain Spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your Spellbook. You can cast those Spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the Spells you chose for different Spells of the same levels.


Signature Spells

When you reach 20th level, you gain mastery over two powerful Spells and can cast them with little effort. Choose two 3rd-level wizard Spells in your Spellbook as your signature Spells. You always have these Spells prepared, they don't count against the number of Spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or Long Rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Arcane Traditions

The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.

The most common arcane traditions in the multiverse revolve around The Schools of Magic. Wizards through the ages have cataloged thousands of Spells, grouping them into eight categories called schools. In some places, these traditions are literally schools. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the Spellsof each school require mastery of different techniques.


School of Evocation

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.


Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an Evocation spell into your Spellbook is halved.


Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your Evocation Spells. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.


Potent Cantrip

Starting at 6th level, your damaging Cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.


Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard Evocation spell you cast.


Overchannel

Starting at 14th level, you can increase the power of your simpler Spells. When you cast a wizard spell of 1st through 5th level 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 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a Long Rest, the necrotic damage per Spell Level increases by 1d12. This damage ignores Resistance and immunity.


Your Spellbook

The Spells that you add to your Spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other Spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient Library.

Copying a Spell into the Book: When you find a wizard spell of 1st level or higher, you can add it to your Spellbook if it is of a Spell Level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your Spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your Spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material Components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other Spells.

Replacing the Book: You can copy a spell from your own Spellbook into another book—for example, if you want to make a backup copy of your Spellbook. This is just like copying a new spell into your Spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your Spellbook, you can use the same procedure to transcribe the Spells that you have prepared into a new Spellbook. Filling out the remainder of your Spellbookrequires you to find new Spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book’s Appearance: Your Spellbook is a unique compilation of Spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-­edged tome you found in an ancient Library, or even a loose collection of notes scrounged together after you lost your previous Spellbook in a mishap.

Attributes


Hit Diced6
Saving ThrowsIntelligence, Wisdom