War Wizard (5e Class)

War Wizard

A human swings his sword in one hand as a lightning bolt flies out of the other. Electricity arcs through the enemy line, frying their bodies and killing them instantly. His blade cuts through the next wave, bringing him deeper into the horde. He then detonates an enormous fireball directly in the center of the army, incinerating the rest.

An elf in a cell convinces the guards to let her walk free, threatening them with divine torment and plague. Even though she could not carry out the deed. As she walks out of the prison, she mutters under her breath: "People are stupid, they believe lies mainly because they either want them to be true or fear them to be true.

Combat Magicians

A War Wizard is one born from a wizard and a sorceress, and trained not only in the arts of magic, but those of combat as well. A War Wizards magic is trained and honed to be one with his sword skills, And vice versa. War wizards are great instruments of destiny, whether it be to defeat an evil sorcerer or lead an entire planet in a war for the planes. They follow a set of guidelines called the Wizards Rules, that do not only serve as a code of honor, but as defense and attacks against those who seek to destroy and kill and steal.

Creating a War Wizard

When creating a War Wizard, you should ask yourself the following questions: Were you raised as a War Wizard, or did you develop your skills on your own? What called you to your destiny? Was it an old and dusty tome of prophecy or a valiant god? Were your parents part of your training, or were you sent to a school or academy for your craft?

Quick Build

You can make a War Wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by either Strength or Dexterity.

Class Features

As a War Wizard you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light and medium, shields
Weapons: Shortswords, Longswords, Longbows, Shortbows, Staves, Daggers
Tools: None
Saving Throws: Int and Con
Skills: Choose two

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather Armor or (b) Scale Mail Armor
  • (a) A Longsword or (b) A Shortsword
  • (a) An Explorers Pack or (b) A Dungeoneers Pack
  • An Arcane Focus and a 100 page Spellbook.

Table: The War Wizard

LevelProficiency
Bonus
Cantrips KnownFeatures—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+22Spellcasting, Wizards Rules2
2nd+23Wizards First Rule3
3rd+24Wizards Second Rule42
4th+24Ability Score Improvement43
5th+34Wizards Third Rule432
6th+34Wizards Fourth Rule433
7th+34Wizards Fifth Rule4331
8th+34Ability Score Improvement4332
9th+44Wizards Sixth Rule43331
10th+45Wizards Seventh Rule43332
11th+45Wizards Eighth Rule433321
12th+45Ability Score Improvement433321
13th+55Wizards Ninth Rule4333211
14th+55Wizards Tenth Rule4333211
15th+55Wizards Eleventh Rule43332111
16th+55Ability Score Improvement43332111
17th+65Wizards Twelfth Rule433321111
18th+65Wizards Thirteenth Rule433331111
19th+65Ability Score Improvement433332111
20th+65Wizards Fourteenth Rule433332211

Spellcasting

As a War Wizard, you are trained in the arts of wizardry, and are able to cast wizard spells. You pull your spells from the Wizard Spell List

Spellcasting Ability

A War Wizards Spells Rely on their keen intellect and cunning, so your spellcasting ability is Intelligence.

Your Spell Attack modifier is equal to your Intelligence modifier plus your Proficiency Bonus.

Your Spell save DC is equal to eight plus your Intelligence modifier plus your Proficiency Bonus.

Cantrips

You start out your adventuring career knowing two cantrips from the wizards spell list. You learn more at higher levels, as seen on Table: The War Wizard.

Spells Known of First Level or Higher

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 spells requires time spent studying your spell book and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellbook

At 1st level, you have a spellbook containing the six repository of the spells you know, except your cantrips, which are fixed in your mind.

Learning Spells of first level or higher

Each time you gain a War Wizard level, you can add two 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 War Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

Wizards Rules

All War Wizards learn and memorize the fourteen wizards rules. They are used to defend oneself from manipulation and defeat. But they can also be used for the manipulation and defeat of your enemies. As you level up, you learn more and more wizards rules and are able to use the ones you have in different ways.

Wizards First Rule

"People are stupid. They believe lies mainly because they either want them to be true or fear them to be true."

Beginning at 2nd level you may use a bonus action to use the Wizards First rule to decieve someone three times. When you do so, you gain proficiency in the deception skill for 1 minute, and double your proficiency in that skill. You regain all expended uses of this feature after a long rest.

Wizards Second Rule

"The greatest harm comes from the best intentions"

Starting at 3rd level, when a creature casts a Cure Wounds or Bless spell, you may use your reaction to invoke the Wizards Second Rule and reverse its effects. When you do so, Cure Wounds becomes 5e SRD:Inflict Wounds and Bless becomes Bane. The spell targets the same creature and saving throws against its effects are made against your spell save DC.

You may use this feature once, and regain use of this feature over a long rest.

Ability Score Increase

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.

Wizards Third Rule

"Passion rules reason, for better or for worse"

Beginning at 5th level, you may spend a bonus action to invoke the Wizards Third Rule and send a creature into a blind rage. Target a creature within 30 feet of you, it must make a Wisdom saving throw against your spell save DC. On a failed save, the creature loses its grip on reason and gains the following traits for 1 minute:

  • The creature has disadvantage on all attack rolls.
  • The creature cannot concentrate on spells.
  • If a creature would cast a spell, roll a d20. On a 1, the spell fails and the target takes 2d10 force damage.
  • Weapon attacks deal double damage.

You may use this feature once, and regain the use of this feature after a long rest.

Wizards Fourth Rule

"There is magic in sincere forgiveness. In the forgiveness you give, but more so in the forgiveness you receive."

Beginning at 6th level, after a creature deals damage to you, you may use your reaction to forgive that creature three times, using the Wizards Fourth Rule. The creature then must make a Widom saving throw against your spell save DC. On a failed save, it is charmed by you for 1 minute. You regain all expended used of this feature after a long rest.

Also whenever a creature damaged by you forgives you, you may use the Wizards Fourth Rule as a reaction and heal yourself for 4d8 hit points.

Wizards Fifth Rule

"Mind what people do, not just what they say, for deeds will betray them"

Starting at 7th level, through the Wizards Fifth Rule, you gain proficiency in the insight skill, and double your proficiency bonus in that skill. You also know when you are being lied to.

Wizards Sixth Rule

"The only sovereign you can allow to rule you is reason"

Starting at 9th level, you may use the Wizards Sixth Rule and a bonus action to end an effect that would cause you to be charmed, frightened, or have any form of madness. You may use this feature three times and regain all expended uses over a long rest.

Wizards Seventh Rule

"Life is the future, not the past."

Starting at 10th level you may use the Wizards Seventh Rule to cast the Raise Dead Spell once. You regain use of this feature after a long rest.

Wizards Eighth Rule

"Deserve victory"

Beginning at 11th level, you may use a bonus action to utter the Wizards Eighth Rule and boost your comrades morale. Any number of creatures within 30 feet of you add 1d8 to their attack rolls for 1 minute. You may use this feature once and regain use of this feature after a long rest.

Instead, you may use the Wizards Eighth Rule to demoralize your enemies and revoke thier privilage to victory. When you do so, any number of creatures within 30 feet of you subtract 1d8 from their attack rolls for 1 minute. This counts against your use of this rule over each long rest.

Wizards Ninth Rule

"A contradiction cannot exist in reality. Not in part, nor in whole."

Beginning at 13th level, you may use the Wizards Ninth Rule as an action to destroy an undead creature of a challenge rating 4 or lower. Thus destroying the greatest contradiction in this or any world. Target undead within 30 feet of you must make a constitution saving throw against your spellsave DC or be destroyed instantly in a blast of force dealing 4d10 force damage in a 10ft sphere centered on the creature. You may use this feature once, and regain use of this feature after a long rest.

Wizards Tenth Rule

"Willingly turning aside from the truth is treason to oneself."

Beginning at 14th level, when you catch a creature in a lie, you may use your reaction to deal 3d10 psychic damage to it. You may use this feature 3 times, and you regain all expended uses of this feature after a long rest.

Wizards Eleventh Rule

"Embrace life, seek strength without hate."

Beginning at 15th level, you may spend a bonus action to use the Wizards Eleventh Rule to diffuse a creature of its hate and fill it with resolve and determination to win. Target creature gains advantage on all rolls involving a strength modifier for 1 minute. You may use this feature once and regain use of this feature after a long rest.

Wizards Twelfth Rule

"You can destroy those who speak the truth, but you cannot destroy the truth itself."

Starting at 17th level you may use the Wizards Twelfth Rule once to bring forth the truth, and cast the Legend Lore spell. You regain use of this feature after a long rest.

Wizards Thirteenth Rule

"There have always been those who hate, and there always will be."

Beginning at 18th level, you may take resolve yourself to the Wizards Thirteenth Rule once as a bonus action, to use your hate to obliterate your foes. The next spell you cast, if it deals damage, deals maximum damage. You regain use of this feature after a long rest.

Wizards Fourteenth Rule

"In this life, everyone must die. None of us has any choice in that. Our choice is how we wish to live."

At 20th level, you may use the Wizards Fourteenth Rule to cast the Power Word Kill once. You regain use of this feature after a long rest.

You also choose your race, gender, and alignment daily at dawn.

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 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 spellbook requires 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.

Multiclassing


Prerequisites. To qualify for multiclassing into the War Wizard class, you must meet these prerequisites: Int 13 and constitution 13

Proficiencies. When you multiclass into the War Wizard, you gain the following proficiencies: None



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