Not all wizards are taught at a formal school- some pick up bits and pieces of magical training from a reclusive mentor, or a variety of them. Often looked down upon by more formally educated wizards, these students are referred to as 'hedge mages', as many are itinerant workers who are forced to sleep in hedgerows or ditches. While some are disreputable charlatans, others are good-hearted muddlers who earnestly attempt great works of magic. Their knowledge is broad, and often incorporates tricks and solutions that would make a trained wizard blanch, but get the job done for the time.
School of the Road Beginning when you select this school at 2nd level, you gain proficiency in Survival. You also learn an additional wizard cantrip at 2nd level, 6th level, and 10th level. Tinker's Tricks At 2nd level, you learn a number of shortcuts, cheap fixes, and make-do solutions for casting spells. Up to once per round, you can cast a wizard cantrip with a casting time of 1 action as a bonus action. You can do this a number of times equal to 2 + your proficiency bonus. All expended uses are restored when you finish a short or long rest. In addition, when purchasing material components that have a cost, you only need to spend 80% of the item's gold piece cost, as you can generally find cheap alternatives, or know less-than-reputable suppliers. Long Practice From 6th level, you can cast any 1st-level wizard spell as a ritual, if you know the spell. From 10th level, you can cast any 2nd-level wizard spell you know as a ritual. From 14th level, you can cast any 3rd-level wizard spell you know as a ritual. Practiced Cantrips From 6th level, your control over cantrips is long-practiced. The saving throw DC of any cantrip you cast is increased by +1. Improved Concentration From 10th level, you can add your proficiency bonus to Concentration checks to maintain your concentration on a spell. Carrier Spell From 14th level, when a target fails a saving throw against a spell you have cast, you can use your reaction to cast a wizard cantrip on the same target. You can use this ability twice. All expended uses are restored when you finish a short or long rest. Lingering Energy From 14th level, up to once per round when you cast a cantrip, you gain a +1 bonus to your Armour Class until the start of your next turn. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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