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DUNGEONS & DRAGONS, D&D, Wizards

DUNGEONS & DRAGONS, D&D, Wizards

School of Entropy

DUNGEONS & DRAGONS, D&D, , , , , the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with Samplepermission under the Community Content Agreement file for Dungeon Masters Guild. All other original material in this work is copyright [2018] by Tyler Hayes and published under the Community Content Agreement for Dungeon Masters Guild. Wizards who understand the School of Entropy recognize that the laws of decay apply to all things, including magic. Rather than the morose, nihilistic individuals that profess this is the inevitable end of the process, Entropomancers recognize the symbiosis of decay and renewal. Energy is never destroyed, and thus, they reason, it is never wasted.

Wither - At second level, you begin to understand the basic force of Entropy. You can touch a single non-living object and hasten the natural entropic process. For every five minutes spent in this Persistent Energy - process, you can decay one At sixth level, your study of entropy cubic foot of matter. If the matter has given you a new way to utilize is organic, you can instead decay certain spells. You add the Life three cubic feet of matter. Transference spell to your spellbook if it's not already there. When casting Touch of Decay - this spell, you can target a dead body Also at second level, you gain the within 60ft to be the recipient of the Mage Hand if you do not damage the spell inflicts. Resolve the already have it. It does not count damage and healing as normal. The against the number of body then rapidly decays, becoming you cSamplean know. Further, you can ash, and cannot be tfilehe target of this channel your Wither feature spell again. through your Mage Hand.