WizardCore
Whether through an institution or individual study, those known as wizards acquire and hone immense magical power over years of learning using a variety of tools, including books, stones, potions, and herbs. Some wizards dedicate their lives to mastering a particular school of magic, while others learn from a wide variety of disciplines. Many wizards become wise and powerful figures in their communities, advising rulers, providing medicines and healing, and even leading war councils. While these mages all work toward the common goal of collecting magical knowledge, wizards often have the most conflict within their own ranks, as the acquisition, keeping, and sharing of powerful secrets is a topic of intense debate that has resulted in innumerable deaths.
Features
Spend 3 Hope to force an adversary within Far range to reroll an attack or damage roll.
You can perform harmless, subtle magical effects at will. For example, you can change an object’s color, create a smell, light a candle, cause a tiny object to float, illuminate a room, or repair a small object.
Choose a number between 1 and 12. When you roll that number on a Duality Die, gain a Hope or clear a Stress. You can change this number when you take a long rest.
Subclasses
School of Knowledge
Take an additional domain card of your level or lower from a domain you have access to.
When you Utilize an Experience, you can mark a Stress instead of spending a Hope. If you do, double your Experience modifier for that roll.
Take an additional domain card of your level or lower from a domain you have access to.
Once per rest, when you recall a domain card in your vault, you can reduce its Recall Cost by 1.
Take an additional domain card of your level or lower from a domain you have access to.
When you use an Experience, roll a
School of War
You’ve focused your studies on becoming an unconquerable force on the battlefield. Gain an additional Hit Point slot.
When you succeed with Fear on an attack roll, you deal an extra
You can maintain a protective barrier of magic. While you have at least 2 Hope, you add your Proficiency to your Evasion.
The extra magic damage from your “Face Your Fear” feature increases to
Class Items
Recieve one of following items at character creation.
- a book you’re trying to translate
- a tiny, harmless elemental pet
Background Questions
Answer any of the following background questions. You can also create your own questions.
- What responsibilities did your community once count on you for? How did you let them down?
- You’ve spent your life searching for a book or object of great significance. What is it, and why is it so important to you?
- You have a powerful rival. Who are they, and why are you so determined to defeat them?
Connection Questions
Ask your fellow players one of the following questions for their characters to answer, or create your own questions.
- What favor have I asked of you that you’re not sure you can fulfill?
- What weird hobby or strange fascination do we both share?
- What secret about yourself have you entrusted only to me?
Comments(1)
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person who made the class: this is really powerful i will make it have less health then everyone
person who made school of war: okay lets just add a health increase