Wizards of the Undying Court and the Baelnorn
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Deathless Potency Arcane Traditions Starting at 6th level, your ability to channel negative The study of wizardry is ancient, stretching back to the energy becomes more potent. Necrotic damage dealt earliest mortal discoveries of magic. It is firmly by your wizard spells ignores resistance to necrotic established in the worlds of D&D, with various damage. traditions dedicated to its complex study. Once per turn when you kill one or more undead The following schools of magic are representative creatures with a spell of 1st level or higher, you gain of various groups of wizardry throughout the temporary hit points equal to twice the spell’s level, or Forgotten Realms. Baelnorns, Sha’ir, Wu Jen, three times its level if the spell belongs to the School Demonoligist and Diabolist—all such spellcasters fall of Necromancy. under the purview of wizardry. Masters of the art, workers of the weave, these wizards may not think of Inured to Undeath themselves as wizards, but wizards they are Beginning at 10th level, you have resistance to necrotic nevertheless. damage, your hit point maximum can't be reduced, and you can’t be charmed, frightened or possessed by School of the Undying Court the undead. When a creature uses an ability or casts a Those elves who serve for life sometimes choose to spell to detect living creatures, it cannot detect you. do so by learning necromantic magic. However, these You have spent so much time dealing with undead elves aren’t your typical army-of-the-dead and the forces that animate them that you have necromancers; they are more akin to paladins, often become inured to some of their worst effects. even working alongside them as brothers-in-arms. Those who become baelnorn swear an oath to Undying Sentinel elvenkind. More like paladins in their attitudes, Starting at the 14th level, your magic allows you to join baelnorn find themselves on the edge of life and the ranks of the deathless. When you are reduced to death—not quite living, not quite undead. Often 0 hit points and are not killed outright, you can choose associated with creatures like liches, the baelnorn are to drop to 1 hit point instead. Once you use this immortal guardians who make use of magic to extend ability, you can’t use it again until you finish a long rest. their lives for untold eons. Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically. Restriction: Elves Only Only elves and half-elves can choose the undyingSample Schoolfile of Elementalism court arcane tradition. In the worlds of Eberron and There are those who still believe in the ways of the the Forgotten Realms, elves closely guard the secrets elements. Those that do study them as other wizards of the undying court and the baelnorn. study the schools of magic, regardless of the ridicule it Your DM can lift this restriction to better suit the brings upon them. In the Forgotten Realms Al Qadim campaign. The restriction reflects the story of undying setting, these mages are Sha’ir, who negotiate with knights in these settings, but it might not apply to your elemental spirits to gain their power. This tradition DM's setting or your DM's version of them. can also represent the Wu Jen, a class based in oriental philosophy. Grim Harvest The Wu Jen makes use of a five-element nd At 2 level, you gain the ability to reap life energy from philosophy (earth, fire, metal, water, and wood) rather creatures you kill with your spells. Once per turn than a Sha’ir’s four (air, earth, fire, and water). This st when you kill one or more creatures with a spell of 1 results in the elementalist having access to six level or higher, you regain hit points equal to twice the elements, total, enabling it to represent both Sha’ir spell’s level, or three times its level if the spell belongs and Wu Jen. Keep the philosophical elements of both to the School of Necromancy. You don’t gain this the Sha’ir and Wu Jen in mind when using this arcane benefit for killing constructs or undead. tradition. Necromancy Savant Elemental Savant nd Beginning when you select this school at 2 level, the Beginning when you select this school at 2nd level, you gold and time you must spend to copy a necromancy can speak, read and write primordial. Choose one of spell into your spellbook is halved. the following features: Air. The gold and time you must spend to copy a spell that deals lightning or thunder damage, or School of Demonology manipulates air, sound, or wind, into your spellbook Those who study extraplanar creatures are called is halved. demonologists. While often confused with diabolists, Earth. The gold and time you must spend to copy demonologists make use of abjuration magic more a spell that deals bludgeoning, slashing or piercing than conjuration. Demonologists often work damage, or that shapes or transmutes rock, mud or alongside clerics and paladins to combat fiends, but stone into your spellbook is halved. some try to use their dark knowledge to evil ends or Fire. The gold and time you must spend to copy a for their own gain. spell that deals fire damage or manipulates flame into your spellbook is halved. Abjuration Savant nd Metal. The gold and time you must spend to copy Beginning when you select this school at 2 level, the a spell that deals bludgeoning, slashing or piercing gold and time you must spend to copy an abjuration damage, or that shapes or transmutes metal into your spell into your spellbook is halved. spellbook is halved. Water. The gold and time you must spend to copy Exorcist nd a spell that deals acid or cold damage, or creates or Also at the 2 level, when you target a fiend with a manipulates mist, steam, or water into your spellbook spell, you can choose to have that spell deal additional is halved. force damage equal to your Intelligence modifier. Wood. The gold and time you must spend to copy Additionally, when you make an Intelligence check a spell that deals poison or necrotic damage, or creates to recall information about fiends, you are considered or manipulates plantlife or wood into your spellbook proficient in the check and add twice your normal is halved. proficiency to the check. You can also read, speak, and write Abyssal and Elemental Empowerment Infernal. Also at the 2nd level, you can empower certain spells that deal with the elements. When you finish a long Exorcist’s Ward th rest, choose a damage type: acid, cold, fire, lightning, Beginning at the 6 level, you gain immunity to being poison, or thunder. You add your Intelligence charmed, frightened or possessed by fiends. modifier to the damage rolls of your wizard spells that Additionally, fiends treat the ground within 30 feet of deal the damage type you chose. Sample youfile as difficult terrain. Elemental Potency Improved Abjuration th Starting at 6th level, your ability to channel elemental Beginning at 10 level, when you cast an abjuration energy becomes more potent. When you finish a long spell that requires you to make an ability check as a rest, choose a damage type: acid, cold, fire, lightning, part of casting that spell (as in counterspell and dispel poison, or thunder. Your wizard spell ignore magic), you add your proficiency bonus to that ability resistance to that damage type. check. Resist Elements Fiend Master th Beginning at 10th level, you have spent so much time Starting at 14 level, when you use magic to bring dealing with elemental forces that you develop a fiends under your control, such as with a planar resistance to them. When you finish a long rest, binding or a command spell, that fiend has choose a damage type: acid, cold, fire, lightning, disadvantage on the saving throw. poison, or thunder. You gain resistance to that type of damage. School of Diabolsim Those who study diabolism are more versed in Elemental Command summoning fiends, rather than abjuring them. Starting at 14th level, when you use magic to bring Diabolists are often more inclined to work with fiends, elementals under your control, such as with a planar rather than against them, and come into conflict with binding or a command spell, that elemental has demonologists quite often. disadvantage on the saving throw. .