Wizard of Legend (5e Class)
Wizard of Legend
Zipping around the battlefield, a woman cloaked in red moved her hands in distinct motions, summoning forth a multitude of fiery dragon heads that came raining on her foes. A man standing behind her thought in was his chance to slay the enemy but his blade instead met an icy copy of the cloaked woman, who already was a good distance away from him. Now frozen from attacking the clone, he could only close his eyes as giant earthen saws came rolling in his direction.
A goliath, his face hidden behind a purple cloak, stood before a massive tablet in a lost tomb, pondering on the next step to take. Approaching the tablet, he began to swiftly translate it, easily deciphering the lost tongue. He stepped back, however, when he felt a rock tile sink beneath his feet. His body morphing into what literally was a bolt of lightning, he maneuvered around the arrows that were shot at him, managing to deflect those he failed to evade. Finally, vines started erupting from the ground after a stomp to entangle the trap, preventing it from working again.
A tall, jovial elf walked in into a political meeting, surprising the people there by his sudden appearance. Before they could do anything, however, the elf's features darkened as a sphere of purple energy manifested from his open palm, completely obliterating one of the political people when he received the attack. From his other hand came forth a red rod that dug into the ground, filling the room with discomforting heat. Finally, the elf conjured a trio of massive fire balls, finishing his job with an explosion.
Manipulators of the Elements
Wizards of Legend are a unique branch of magic practitioners who don't spend all of their time studying dusty tomes or practicing manipulating magic. To quicken their learning process, they give up the versatility that other magic users possess and utilize arcana cards, magical items that contain specific, spell-like attacks. That gives them the opportunity to focus on achieving greater physical capabilities such as better agility and physical constitution.
By using their fast movement and instant spell attacks, Wizards of Legend are well-suited to hit-and-run tactics and into handling large groups of enemies without sustaining much damage. By foregoing intensive magical research, they also hone their strength and instincts, allowing them to be very useful even without using magic. They also learn to craft unique magical items that can give them the versatility they lack when compared to traditional wizards.
Creating a Wizard of Legend
When creating a Wizard of Legend, think of the reasons why they chose to use the power of arcanas instead of putting all their time and energy into magic. Did they stumble across an arcana deck by chance and decided to learn how to properly use them? Did they find learning magic too hard or too time-consuming and instead decided to take a unique, shorter way to do so? Did they wish to complement their innate agility with a simple form of magic that's easy to learn, yet hard to master? Whatever the choice, Wizards of Legends are resourceful people who are quick on their feet and able to adapt to any situation and turn it into their advantage.
- Quick Build
You can make a Wizard of Legend quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Sage background. Third, choose a dagger and an explorer's pack.
Class Features
As a Wizard of Legend you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Wizard of Legend level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Wizard of Legend level after 1st
- Proficiencies
Armor: Light
Weapons: Daggers, Quarterstaffs
Tools: None
Saving Throws: Dexterity and Intelligence
Skills: Choose two from Acrobatics, Arcana, History, Investigation, Perception and Intimidation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dagger or (b) Quarterstaff
- (a) Explorer's pack or (b) Scholar's pack
- Leather armor and a deck of arcana cards
- If you are using starting wealth, you have 10 * 3d4 gp in funds.
Level | Proficiency Bonus | Features | Arcanas | Relics |
---|---|---|---|---|
1st | +2 | Arcana Deck, Signature Bar, Relics | 4 | 1 |
2nd | +2 | Magic-inclined | 5 | 1 |
3rd | +2 | — | 6 | 2 |
4th | +2 | Ability Score Improvement | 7 | 2 |
5th | +3 | — | 8 | 3 |
6th | +3 | Primal Attunement | 9 | 3 |
7th | +3 | — | 10 | 4 |
8th | +3 | Ability Score Improvement | 12 | 4 |
9th | +4 | — | 13 | 5 |
10th | +4 | Chaos Arcana | 14 | 5 |
11th | +4 | Wizard's Outfit | 15 | 7 |
12th | +4 | Ability Score Improvement | 16 | 7 |
13th | +5 | Chaos Arcana | 17 | 8 |
14th | +5 | Trial-goer | 18 | 8 |
15th | +5 | — | 19 | 10 |
16th | +5 | Ability Score Improvement, Chaos Arcana | 20 | 10 |
17th | +6 | — | 21 | 11 |
18th | +6 | — | 23 | 11 |
19th | +6 | Ability Score Improvement, Chaos Arcana | 24 | 12 |
20th | +6 | Legend of Wizardry | 25 | 12 |
Note
This class doesn't have subclasses in mind as it already is very customizable considering the amount of different arcanas, relics and outfits available.
Arcana Deck
Anyone aiming to become a Wizard of Legend must first acquire a deck of arcana cards. These special cards hold the arcane formulas necessary in order to perform a specific magic effect. The only step needed to activate the arcana is to infuse a minimal amount of magical energy into the card and let the spell take effect. While much easier to use when compared with conventional spells regular wizards, arcanas are less versatile as they contain a single effect in each card. However, due to the minuscule amount of magic needed to make them work, a proficient user may use these spells as many times as they desire without risking any exhaustion, though they need to wait until the spell inside the card recharges.
- At 1st level, you possess a very small deck containing only containing 4 arcanas, which are all listed further down. At this level, you must possess a Basic arcana, a Dash arcana, a Standard arcana and a Signature arcana. You may choose a Signature arcana and have it serve as a Standard arcana, although it will not become an enhanced version once your Signature Bar is full. Each time you gain a level in this class, you may add a single arcana to your deck (you may add two arcanas at 8th level and 18th level).
- You can hold a maximum of 8 active arcanas on you, with the rest of your deck being unusable until you complete a long rest, where you can replace any active arcana with another one in your deck. Two of those eight arcanas have to be in storage, active but not quite ready to use yet. You may spend an action to replace one of your equipped arcanas with one you have in storage. There is no limit to the combinations you may have as long as you have one Basic, Dash and Signature arcana active in your hand, meaning your other slots must be Standard arcanas. In other words, along with your Basic, Dash and Signature arcanas, you may have up to three ready-to-use Standard arcanas. Note that an arcana cannot be replaced with another while its effect is in use or if it’s on cooldown.
- Using Arcanas
- Using an arcana requires an action, with each arcana having a different effect, range requirement, etc… All arcanas are described further below.
- Once used, an arcana goes into cooldown, meaning it cannot be used until enough time has passed. Depending on the Cooldown value of the used arcana, the Wizard of Legend has to wait an amount of turns equal to the written value starting from the turn after the arcana’s effect has been completed. In other words, a Wizard of Legend using an arcana with a Cooldown value of 3 must wait 3 full turns before using this arcana again (not counting the turn he used this specific arcana). Some arcanas have effects lasting for more than one turn or require charging. The cooldown period starts after the arcana has expired, not on the turn it has been casted in. The same applies to arcanas with duration (an arcana that lasts for 2 turns is active the turn it was casted along with 2 more turns after that).
- Arcanas possessing charges instead of a Cooldown value are not affected by relics or other effects reducing the cooldown of arcanas.
Intelligence is your spellcasting ability when using your arcana cards. Some arcanas may add your Intelligence modifier in their damage. In addition, you use your Intelligence modifier when setting the saving throw DC for an arcana you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
- Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Basic arcanas have no cooldown period and may be used at will. Unlike your other arcanas, Basic arcanas use your Dexterity modifier when making attack rolls. Furthermore, starting at 6th level, you may immediately cast your Basic arcana a second time in your action, akin to an Extra Attack from other classes.
- Dash arcanas may only be used as a bonus action unlike your other arcanas. In addition to the written effect of your Dash arcana, you move in a straight line in a direction of your choice, the distance in feet up to your Dexterity modifier times 5. When using a Dash arcana, you still trigger attacks of opportunity but they are made with disadvantage against you. However, even if your Dash arcana is on cooldown, you may still use your bonus action to move the distance written above, the movement having no additional effect. Note that if your Dash arcana is available, you are obliged to use it if you want to move like described above, meaning you cannot choose to omit the added effect from your arcana and simply move to prevent cooldown.
- You may also use your Dash arcana as a reaction if an enemy creature comes within 5ft of you or if you are targeted by a ranged attack or a dangerous area of effect that you can see. When using a Dash arcana as a reaction, however, its traveling distance is halved (rounded up). Note that if you use your Dash arcana to evade a ranged attack, it is made with disadvantage but can still hit you.
As you gain levels in this class, specifically at 4th, 8th, 12th and 16th levels, your arcanas become more powerful as you get accustomed to them, as described in the arcanas’ descriptions below.
- Chaos Arcana
Starting at 10th level, and then at 13th, 16th and 19th levels, you may choose a Chaos arcana instead of other, regular arcanas. Chaos arcanas are very powerful but are only able to be wielded by extremely proficient and sufficiently powerful Wizards of Legend.
Signature Bar
- Each Wizards of Legend learn how to gather magical energy with their attacks, eventually pouring everything into a single arcana to greatly enhance its effect. At 1st level, you have a Signature Bar, which has a maximum of 25. When your Signature Bar reaches 25, your Signature arcana will be replaced with its enhanced effect the next time you use it.
- At the end of each turn, if you have done damage to an enemy during that turn, you may roll 1d6+2 and add the result to your Signature Bar. If you haven’t done any damage during the turn, however, you roll 1d12 and subtract the result from your Signature Bar.
- When your Signature Bar gets full and your enhanced Signature arcana becomes available, you roll 1d12 at the end of each turn and subtract the result from your Signature Bar, regardless if you did damage or not during that turn. As long as it doesn’t reach 0, however, you may still use the enhanced version of your Signature arcana even if your Signature Bar isn’t maxed out. When you use your enhanced Signature arcana, the bar automatically goes back to 0.
Relics
Relics are special items usable by Wizards of Legend to help them in their adventures and trials. While they can be worn like any other magic items, they can also be resized to smaller sizes and placed in a pendant, attached on a chain or ring, for example, not to encumber the wearer. Some even choose to simply take away the magic from the relic and apply it to their own clothes or accessories.
- You may choose a relic from the list down below when you reach the appropriate levels, as shown in the Wizard of Legend table. Note that you may choose two relics at 11th and 15th levels and that a relic may only be chosen once.
- The relics’ effects essentially become a part of you, meaning they cannot be replaced nor can you end their effects.
Magic-inclined
- Starting at 2nd level, constantly transferring your magic over to your arcana deck makes you more sensitive to the ambient magic. You can cast Detect Magic at will, without expending material components.
- Furthermore, your study of the arcane formulas performing the magic inside your cards allow you to cast Comprehend Languages without expending magical components. When you use this feature, you have to wait until you complete a long rest before doing it again.
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.
Primal Attunement
When you reach 6th level, your connexion to your arcana has become deeper, as if they were a part of you. You learn a selection of cantrips that can be used without expending magical components depending on your current equipped arcanas (not counting those in storage). These cantrips come and go as you change your selection of active arcanas.
- If you have at least 1 Fire arcana equipped, you learn the Control Flames cantrip.
- If you have at least 1 Air arcana equipped, you learn the Gust cantrip.
- If you have at least 1 Earth arcana equipped, you learn the Mold Earth cantrip.
- If you have at least 1 Lightning arcana equipped, you learn the Shocking Grasp cantrip.
- If you have at least 1 Water arcana equipped, you learn the Shape Water cantrip.
Wizard's Outfit
As you gain experience in using arcanas and relics, you learn to craft a magical cloak that will aid you in your adventures. When you reach 11th level, you choose from the list of outfits written below and gain its benefits as long as you have the cloak on you. The garment itself work like a magic item and is immune to any type of damage.
- Once you choose, you are not able to create or wear a different type of outfit, though you can create another if you lose your current one. Doing so costs 500gp in material and one week to craft it.
- List of Outfits
- Hope: This red cloak is well-suited for aggressive combat. You gain bonus hit points equal to your level, +10 movement speed, a +1 bonus damage per damage die for your arcanas and your arcanas score a critical hit on a roll of 19-20.
- Patience: This blue cloak provides great and versatile defensive bonuses. You gain bonus hit points equal to your level, +10 movement speed, +1 AC and a +1 bonus on saving throws.
- Vigor: This cyan cloak gives you an impressive amount of resilience. You gain bonus hit points equal to twice your level and the cooldown of all arcanas possessing a cooldown value is reduced by 1.
- Grit: This earth-colored cloak makes you akin to an immovable object. You gain +2 AC and you gain bonus hit points equal to your level.
- Tempo: This turquoise cloak seems to alter your perception of time. The cooldown of all arcanas possessing a cooldown value is reduced by 1 and you gain +15 movement speed.
- Pace: This green cloak gives you great mobility and defense against nefarious effects. You gain +30 movement speed and a +1 bonus on saving throws.
- Shift: This purple cloak makes you feel like an agile assassin. You gain a +2 bonus on saving throws and your arcanas score a critical hit on a roll of 19-20.
- Awe: This golden cloak seems best suited to deliver flashy and destructive blows. Your arcanas score a critical hit on a roll of 18-20, and you add an additional die when calculating critical damage. At 20th level, you ignore the regular bonuses given to your outfit and instead add 3 additional dice when calculating critical hit damage.
- Rule: This pale blue cloak gives you simple but powerful enhancements for combat. You gain a +2 damage bonus per damage die for your arcanas and you gain +1 AC.
- Venture: This dark cloak gives you great power but at a cost. You gain a +2 damage bonus per damage die for your arcanas, +10 movement speed and the cooldown of all arcanas possessing a cooldown value is reduced by 1. However, your hit point maximum is reduced by an amount equal to three times your level and you lose 3 maximum hit points per level.
- Spirit: This pink cloak is special as it strengthens healing done on you. You gain bonus hit points equal to twice your level and you add a +3 bonus on any healing received for each die rolled.
- Fury: This orange cloak unleashes your pent up anger in a spectacular display. You add a +2 bonus to your Signature arcana charging die and you add a +3 bonus damage on your Signature arcana damage per die when used in its enhanced version.
Trial-goer
Starting at 14th level, exploring dungeons has become second nature to you and since you don’t have to keep studying a spellbook like regular wizards, you have the time to develop countermeasures against the various dangers a dungeon might throw against you.
- You have advantage on Perception and Investigation checks to look for traps, find secret doors or other hidden features. You can also make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. Finally, you have advantage on saving throws made to avoid or resist traps as well as resistance to the damage dealt by traps.
Legend of Wizardry
At 20th level, you finally achieve your goal and become a legendary Wizard of Legend. You are able to further enhance your Wizard’s Outfit and double its effects. Furthermore, after using an arcana, you are able to use your Dash arcana as a free action. Using your Dash arcana this way only moves you at half distance (rounded up) and doesn’t activate its additional effect. As such, it doesn’t go on cooldown unless you use it again as your bonus action.
List of Arcanas
- Special Status Effects
Some arcanas may apply special status effects on those they hit. They are as follows:
- Burn: A burned creature suffers 1d4 fire damage at the start of their turn. To remove the condition, the afflicted creature must use an action, otherwise it lasts for 1 minute. At 11th level, the damage increases to 2d4. Creatures resistant or immune to fire damage cannot get burned.
- Shock: A shocked creature cannot use reactions and their movement speed is halved for the duration. Creatures resistant or immune to lightning damage cannot get shocked.
- Freeze: A frozen creature is restrained but the ice breaks when they are hit by an attack or other damaging effect, freeing them of the condition. Creatures resistant or immune to cold damage cannot get frozen.
- Fire
- Bouncing Blaze
-Type: Basic, Projectile
- Fiery Yo-yo
- Flame Cross
- Flame Strike
- Flare Rush
- Ignition Rush
- Magma Rush
- Searing Rush
- Blazing Blitz
- Blazing Lariat
- Blazing Onslaught
- Blazing Vault
- Crashing Meteor
- Dragon Arc
- Flame Breath
- Flame Seekers
- Fuelled Berserk
- Engulfing Fissure
- Exploding Fireball
- Explosive Charge
- Fire Wall
- Inferno Beam
- Rapid Fire Agent
- Air
- Air Spinner
- Perforating Jet
- Severing Slash
- Wind Slash
- Air Burst
- Gust Burst
- Razor Burst
- Vortex Trap
- Dragon Blast
- Evading Zephyr
- Spiraling Typhoon
- Storm Draft
- Tearing Whirlwind
- Whirling Wind Agent
- Earth
- Bladed Vine
- Earth Knuckles
- Obsidian Splitter
- Stone Shot
- Entangling Vines
- Snare Track
- Spike Track
- Toxic Trap
- Earth Stomp Agent
- Hammer of Atlas
- Prickly Ballet
- Rock n' Roll
- Lightning
- Bolt Rail
- Radiant Blast
- Spark Contact
- Volt Disc
- Circuit Line
- Shock Line
- Volt Tracer
- Bouncing Surge
- Line Shock Agent
- Shock Assault
- Thunder Seekers
- Thundering Chain
- Volt Pinball
- Water
- Aqua Arc
- Frost Blade
- Ice Dagger
- Rip Tide
- Bubble Blast
- Frost Feint
- Frost Wing
- Wave Front
- Aqua Beam
- Bouncing Bubble
- Dragon Surge
- Frost Fan
- Frost Scimitar
- Water Pulse Agent
- Chaos
- Chaos arcanas may only be acquired at 10th, 13th, 16th and 19th levels.
- Chaos Crusher
- Chaos Reaper
- Chaotic Echoes
- Chaotic Rift
List of Relics
- Offense
- Agni’s Sparkler: Burned enemies suffer bonus damage equal to a quarter of your Wizard of Legend level each time they suffer damage from their burn.
- Amulet of Sundering: Once per turn when you hit an opposing creature with an arcana, you may do 3 bonus damage.
- Analytical Monocle: Standard and Signature arcana become critical hits on rolls of 19-20.
- Archaic Cheat Sheet: Reduces by 1 the cooldown of all summon arcanas.
- Assassin’s Blade: When you roll a critical hit, you add one more die when rolling for damage.
- Auditor’s Talisman: When you are at a quarter of your maximum hit points or less, you score critical hits on rolls of 18-20.
- Autograph Pad: While your enhanced Signature arcana is available, you gain a +2 bonus damage on your arcanas per damage die, as well as gaining +5 movement speed until your Signature Bar reaches 0.
- Battery of Taranis: You deal 1 additional damage on any Lightning arcana per damage die.
- Berserker’s Helm: When you are at a quarter of your maximum hit points or less, you deal 3 bonus damage per die on each arcana.
- Boots of Celerity: Using a Dash arcana increases the damage of your next non-Dash arcana by 1 per damage die. Can stack up to 3 times.
- Cabi’s Bubble Gum: The first Basic arcana attack that hits a target creature deals 2 bonus cold damage.
- Cabi’s Cinnamon Hots: The first Basic arcana attack that hits a target creature deals 2 bonus fire damage.
- Cabi’s Citrus Sweets: The first Basic arcana attack that hits a target creature deals 2 bonus lightning damage.
- Cabi’s Coton Candy: The first Basic arcana attack that hits a target creature deals 2 bonus magical slashing damage.
- Cabi’s Raw Chocolate: The first Basic arcana attack that hits a target creature deals 2 bonus magical bludgeoning damage.
- Captain’s Ring: For each equipped (not counting storage) arcana of different elements, you may add an additional, cumulative 1 bonus damage once per turn.
- Cobalt Firestone: You gain an aura that deals 1d4 fire damage to all enemy creatures within 5ft of you at the start of each of your turns. At 11th level, this damage increases to 2d4.
- Covert Ops Mask: If an attack misses you by 1, your next attack automatically becomes a critical hit if you succeed in hitting your target with your attack roll.
- Dark Katana: All melee arcanas score a critical hit on an attack roll of 19-20.
- Devi’s Bug Spray: If a creature has been poisoned or suffer ongoing poison damage from an effect inflicted by you, they suffer damage equal to a quarter of your level each turn while the effect is active.
- Fiery Paintbrush: For each Fire arcana you have equipped (not counting storage), you may add 2 bonus damage on the damage roll of an arcana, once per turn.
- Gaia’s Shovel: You deal 1 additional damage on any Earth arcana per damage die.
- Gloves of Gambit: All projectile arcanas deal 1 bonus damage per die.
- Hunter’s Stiletto: You deal 1 additional damage per die when you deal damage to a creature afflicted with a status condition.
- Idealist’s Mirror: You deal 2 additional damage per die on arcanas when you are at full health.
- Ifrit’s Matchstick: You deal 1 additional damage on any Fire arcana per damage die.
- Indra’s Copper Pipe: You double the duration of any shocked condition you inflict. If the duration is longer than 1 turn, the afflicted creature may try and get rid of the effect with a successful Constitution saving throw at the end of their turn.
- Lotus Froststone: You gain an aura that deals 1d4 cold damage to all enemy creatures within 5ft of you at the start of each of your turns. At 11th level, this damage increases to 2d4.
- Megalodon Tooth: You deal 1 additional damage per die on wave arcanas.
- Nerite Shell: Each time you hit a creature with an arcana, their movement speed is reduced by 5ft until the end of your next turn. This effect doesn’t stack with itself.
- Neve’s Citrine: If you have 8 arcanas on you (including storage) that are of the Lightning element, your attacks result in a critical hit on rolls of 18-20 and all arcanas shock foes until the start of your next turn unless they succeed a Constitution saving throw.
- Neve’s Ruby: If you have 8 arcanas on you (including storage) that are of the Fire element, you deal 2 bonus damage per damage die on all arcana and all of your arcanas burn foes until the end of your next turn unless they succeed a Constitution saving throw.
- Noxious Dappercap: Each time you hit a creature with an arcana, they must succeed a Constitution saving throw or be poisoned until the end of your next turn. Furthermore, they suffer 1d4 poison damage at the start of their turn for 1 minute. They can repeat the saving throw at the end of their turn. A creature become immune to the effect of this relic for 24 hours when they succeed on their saving throw. At 11th level, the damage becomes 2d4.
- Pandemic Pouch: When you inflict a status effect onto a creature, all creatures 5ft around the initial target will suffer 1d4 damage of varying types (fire damage for the burned condition, lightning damage for the shocked condition, cold damage for the frozen condition, etc…). At 11th level, this damage increases to 2d4.
- Paralytic Venomstone: You gain an aura that deals 1d4 poison damage to all enemy creatures within 5ft of you at the start of each of your turns. At 11th level, this damage increases to 2d4. In addition, creatures hit by this aura must succeed a Constitution saving throw or become shocked until the end of your next turn. If a creature succeeds on this saving throw, they are immune to this effect (but not the poison damage) for 24 hours.
- Permafrost Cube: Each time you hit a creature with an arcana, they must succeed a Constitution saving throw or be frozen. If they succeed on this saving throw, they are immune to this relic’s effect for 24 hours.
- Phoenix Talon: Each time you hit a creature with an arcana, they must succeed a Dexterity saving throw or be burned. If they succeed on this saving throw, they are immune to this relic’s effect for 24 hours.
- Royal Flush: For each equipped (not counting storage) arcana of the same element, you may add an additional, cumulative 2 bonus damage once per turn.
- Rudra’s Pinwheel: You deal 1 additional damage on any Air arcana per damage die.
- Secret Wild Card: Your Signature charge die becomes one size smaller (1d6 becomes 1d4) but you can use it twice in a row, even if the arcana goes into cooldown. The second Signature arcana must be used in the following turn or it is lost.
- Shark Mask: Increases the range of each wave arcanas by 50% (rounded down).
- Shiva’s Water Bottle: You deal 1 additional damage on any Water arcana per damage die.
- Sidewinder’s Badge: You deal 2 additional damage on Basic arcanas per attack.
- Singing Bowl: On your turn, if you haven’t moved or taken your action or bonus action, you can choose to spend your entire turn concentrating. On your next turn, your next damaging arcana will deal 50% more damage if you succeed a concentration check at the start of your turn (or you lose the bonus). If you are attacked before using the boosted arcana, you must succeed a concentration check or lose the bonus. This does not work on Basic arcanas.
- Sleepy Thunderstone: You gain an aura that deals 1d4 lightning damage to all enemy creatures within 5ft of you at the start of each of your turns. At 11th level, this damage increases to 2d4.
- Soccer Cleats: You deal 1 additional damage on per damage die on arcanas that makes you move on-cast.
- Special Snowflake: When you slay an enemy creature, ice erupts from their body and deals 1d4 cold damage to any other creature within 5ft and freezes them if they fail a Constitution saving throw. If they succeed in the saving throw, they are immune from being frozen by this relic for 24 hours. At 11th level, this damage increases to 2d4.
- Tapping Glove: After landing a Basic arcana, the next arcana becomes a critical hit on a roll of 19-20. This doesn’t apply to subsequent uses of a Basic arcana on the same turn but it does apply to all Basic arcana attacks on the next turn.
- Tesla Coil: Each time you hit a creature with an arcana, they must succeed a Constitution saving throw or be shocked until the end of your next turn. If they succeed on this saving throw, they are immune to this relic’s effect for 24 hours.
- Vicious Bunny Ears: Jump arcanas receive a +1 bonus damage per die and further increases by 1 for each jump arcana used in succession. This bonus caps at +3.
- Wanderer’s Mechanism: Your enhanced Signature arcana deals an additional 1 damage per damage die.
- Whimsical Explodium: When you slay an enemy creature, pure magic energy erupts from their body and deals 1d6 force damage to any other creature within 5ft. At 11th level, this damage increases to 2d6.
- Defense
- Antiquated Tabi: You have a +1 bonus on saving throws.
- Armor of Resolve: When you are at a quarter of your maximum hit points or less, your AC increases by 3.
- Auger of Poetry: You gain resistance to any magical bludgeoning damage and earth-based damage.
- Bach’s Escape Key: When you fall to 0 hit points, you may do a Constitution saving throw with a DC of 10 or half the damage that brought you to 0 hit points, whichever is higher. If you succeed, you are immediately brought back to a quarter of your hit points. You can only attempt this saving throw once per long rest.
- Breezy Gray Canvas: When using a Dash arcana, you gain 1 AC per Air arcana equipped (not counting storage) for the duration of the dash.
- Brilliant Balloon: If a creature moves within 5ft of you, you can use your reaction to push that creature back 5ft and end their movement if they fail a Dexterity saving throw.
- Calcifying Bonemail: After taking damage, you gain 2 AC until the start of your next turn.
- Calvin’s Sandy Shoes: When you are at a quarter of your maximum hit points or less, you gain a +4 bonus on saving throws.
- Cassim’s Airy Cloak: After taking damage, you gain +2 bonus on saving throws until the start of your next turn. This bonus doesn’t stack with itself.
- Cushioned Flip-Flops: When taking damage, you can reduce the damage taken by up to half by spending Signature charge points equal to the damage you wish to reduce.
- Elven Ears: Gives a +2 bonus to saving throws used to evade or resist a negative status effect.
- Euphie’s Shawl: You gain 1 AC.
- Flashy Windbreaker: Your movement speed cannot be reduced by enemy creatures, traps or terrain.
- Fuzzy Handwarmers: You gain advantage on saving throws against ice or cold-related attacks or effects.
- Giant’s Heart: Increases your maximum health by an amount equal to your level and you gain 1 additional hit point at each level.
- Greased Boots: Reduces Dash arcanas’ cooldowns by 1. Furthermore, you can do two dashes at once, though the second is at half distance.
- Gummy Vitamins: You cannot be poisoned.
- Hummingbird Feather: You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Wizard of Legend level.
- Insulated Vest: You gain resistance to lightning damage.
- Kali’s Flower Diadem: When you die, you revive for 1 round and your Signature Bar instantly gets full. You die at the beginning of your next turn but you ignore all damage in the meantime.
- Leemo’s Leaf: When using a Dash arcana, you gain a +4 bonus to your AC.
- Lei’s Drum: As a reaction when you are attacked, you can force enemy creatures within 5ft of you to make a Constitution saving throw. On a failure, they get shocked until the end of your next turn. If they succeed, they are immune to this relic’s effect for 24 hours.
- Memory Chainmail: After taking damage from the same damage type 3 times in a row, you gain resistance to that damage type. You lose that resistance after taking damage from another type or after 1 minute, whichever comes first.
- Mercury’s Sandals: You gain a +15 bonus to your movement speed.
- Mirror Shield: Once per short rest, you can use your reaction to completely nullify a projectile that comes within 5ft of you.
- Neve’s Emerald: If you have 8 arcanas on you (including storage) that are of the Earth element, you gain bonus maximum hit points equal to your Wizard of Legend level and 2 bonus AC.
- Neve’s Quartz: If you have 8 arcanas on you (including storage) that are of the Air element, you gain 15 bonus movement speed, a +1 bonus on saving throws and all arcanas slow foes for 10 movement speed.
- Pazu’s Favorite Hat: When you are killed, you revive with 1 hit point. You lose this relic upon use and you cannot get it again.
- Puffy Parka: Halves the bonus damage dice from critical hits that hit you.
- Reactive Vinemail: When you take damage, vines erupt from your body and deal 1d4 magical slashing damage to everyone within 5ft of you. At 11th level, this damage increases to 2d4.
- Regenerative Inkwell: Instead of doing an enhanced Signature arcana, you regain hit points equal to half the damage it would’ve dealt.
- Resolute Svalinn: You gain resistance to fire damage.
- Ring of Recycling: When your Signature Bar reaches zero and you haven’t used your enhanced Signature arcana, you gain 6 AC until the end of your next turn.
- Rubber Raincoat: You cannot receive any negative status effects from electric-based spells or attacks. You also ignore 3 points of damage from those sources.
- Sano’s Headband: You have advantage on saving throws against being prone or stunned.
- Scissors of Vitality: When you are killed, you revive with all your hit points. However, you lose this relic upon use, as well as all your equipped arcanas (storage included) and you cannot obtain them again.
- Sparrow Windstone: When an enemy creature moves under 10ft of you, they must succeed a Strength saving throw or use double their movement to come closer to you.
- Spell Thief’s Socks: You gain 5 movement speed for each arcana that is on cooldown.
- Starchy Parachute: You gain resistance to magical slashing damage and wind-based damage.
- Sturdy Wooden Easel: For each Earth arcana you have equipped (not counting storage), you may reduce 1 point of damage from each attack you take.
- Stygian Turtle Shell: When you take damage from an enemy creature with multiple attacks, you gain 1 AC for each successive attack until the end of this turn.
- Super Sunscreen: You cannot be caught on fire and you ignore 3 points of damage from any effect that deals fire damage.
- Takeout Box: When you receive healing that would go past your maximum health, you instead gain temporary hit points equal to half the excess heal amount.
- Three Gorges Bulwark: You gain resistance to cold damage.
- Tracking Suit: If you have two or more arcanas equipped of the same type (not counting those in storage), you can reduce 5 points of damage from attacks you receive corresponding to those damage types (Fire arcanas reduce fire damage, Water arcanas reduce cold damage, Earth arcanas reduce magical bludgeoning damage, Air arcanas reduce magical slashing damage and Lightning arcanas reduce lightning damage).
- Vampire’s Cookbook: When a summon of yours slays an enemy creature, you regain a quarter of the damage done in hit points.
- Vampire’s Eyeglasses: When you roll a critical hit, you heal an amount equal to a quarter of the damage done.
- Misc
- Absorption Coil: Each time you take damage from a trap or an enemy creature, you add 2 points to your Signature Bar.
- Blasting Sprite Aura: A small sprite appears and floats around you, shooting a small projectile at a random enemy creature within 40ft at the end of your turn. The sprite makes an attack roll with a bonus equal to your spell attack bonus. If the attack hits, the target’s movement speed is halved until the end of your next turn. You can only have a single Sprite relic active. If you have multiple, you choose which one to activate at the end of a long rest.
- Combo Glove: If you used your action to cast a Basic arcana, you may do an additional attack as a bonus action.
- Demi’s Teapot: Buff and Ward arcanas last for 1 additional turn.
- Destructive Abacus: Slaying an enemy creature reduces all cooldowns by 1.
- Electrifying Smock: For each Lightning arcana you have equipped (not counting storage), you may add 1 to your Signature charge result when you roll to fill your Signature Bar.
- Elemental Pointes: Using a Dash after using another arcana reduces the cooldown of arcanas possessing the same type as the Dash arcana by 1.
- Evening Gloves: When using an action to cast a Basic arcana, you may add your Dexterity modifier to the damage rolls. However, your Basic arcanas’ damage die gets reduced by one stage (d12’s become d10’s, d8’s become d6’s, etc…).
- Family Seal: Your Signature charge die becomes one size larger (1d6 becomes 1d8).
- Flak Gauntlets: You can use your reaction to deflect an attack if you are hit by a projectile. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Wizard of Legend level.
- Freezing Sprite Naya: A small sprite appears and floats around you, shooting a small projectile at a random enemy creature within 30ft at the end of your turn. The sprite makes an attack roll with a bonus equal to your spell attack bonus. If the attack hits, the target is frozen until the end of your next turn or until attacked. You can only have a single Sprite relic active. If you have multiple, you choose which one to activate at the end of a long rest.
- Grimoire of Ruin: Summoned agents gain bonuses, depending on the type. The Rapid Fire Agent gains a +1 bonus to damage per damage die. The Whirling Wind Agent summons an additional agent. The Earth Stomp Agent gains additional hit points equal to twice your Wizard of Legend level. The Line Shock Agent gains range to its attack equal to your Dash arcana range. The Water Pulse Agent gains a bonus to AC equal to a quarter of your level (rounded up). The Null Flash Agent gains 5 movement speed and gains 5 more at 15th level and an additional 5 at 20th level.
- Gyroscopic Inkwell: If you use your Dash arcana, your Signature Bar doesn’t decay this turn, even if no damage is done on enemy creatures.
- Hardcover Textbook: All summons arcanas have their hit points maximum increased by 50%.
- Hyperbolic Train: When you are at a quarter of your maximum hit points or less, your Signature charge die triples (1d6 becomes 3d6).
- Igniting Sprite Vesa: A small sprite appears and floats around you, shooting a small projectile at a random enemy creature within 30ft at the end of your turn. The sprite makes an attack roll with a bonus equal to your spell attack bonus. If the attack hits, the target is burned for a number of turns equal to a quarter of your Wizard of Legend level (rounded up). You can only have a single Sprite relic active. If you have multiple, you choose which one to activate at the end of a long rest.
- Infinity Marble: Once charged, your Signature Bar doesn't decay until use or until combat ends.
- Mobius Quill: When using your enhanced Signature arcana, you remove all cooldowns instead of doing the enhanced arcana.
- Neve’s Sapphire: If you have 8 arcanas on you (including storage) that are of the Water element, all cooldowns are reduced by 2 and you receive 2 more point of healing per die.
- Plaguing Sprite Dria: A small sprite appears and floats around you, shooting a small projectile at a random enemy creature within 30ft at the end of your turn. The sprite makes an attack roll with a bonus equal to your spell attack bonus. If the attack hits, the target is poisoned until the end of your next turn. You can only have a single Sprite relic active. If you have multiple, you choose which one to activate at the end of a long rest.
- Pop-up Primer: Double the amount of agents you summon but their maximum hit points is halved.
- Ring of Reserve: Arcanas with charges instead of a cooldown value get an additional charge.
- Roxel’s Pendulum: All cooldowns are permanently reduced by 1.
- Sparking Sprite Etra: A small sprite appears and floats around you, shooting a small projectile at a random enemy creature within 30ft at the end of your turn. The sprite makes an attack roll with a bonus equal to your spell attack bonus. If the attack hits, the target is shocked until the end of your next turn. You can only have a single Sprite relic active. If you have multiple, you choose which one to activate at the end of a long rest.
- Spice Rack: If you use an arcana of a different type than the one used before, the latter’s cooldown gets reduced by 1.
- Surefire Rocket: Your Signature Bar no longer decays while building up, though it still resets after combat. However, it loses the +2 bonus it usually has while charging.
- Tozy’s Pocket Watch: All cooldowns are reduced by 2 but your Signature charge die becomes 1d4 and loses the +2 bonus it usually has while charging. The charge die is unable to go higher than 1d4.
- Watercolor Palette: For each 2 Water arcanas you have equipped (not counting storage), you may reduce all of your cooldowns by 1.
- Yuna’s Storybook: The duration of agents is doubled.
- Cursed
- Anemic Marker: You no longer possess a Signature Bar and your Signature arcana is permanently in its enhanced version. However, its damage is halved and the cooldown goes up by 50% (rounded up).
- Cruel Chess Clock: All of your cooldowns are halved (rounded up) but all of your damage is also halved.
- Double-Edged Cestus: You gain a +4 bonus to damage per damage die on your Basic arcanas but the damage dice on your other arcanas are reduced by half (rounded down).
- Double Toil: All cooldowns are reduced by 2 but you receive 50% more damage (rounded up).
- Double Trouble: You deal and receive 50% more damage (rounded down).
- Fatal Firecrackers: Slaying an enemy makes them burst in a wave of energy, hitting all other creatures within 5ft and dealing a number of d6’s equal to half your level (rounded up) in force damage. In exchange, however, you receive 8 more damage from all attacks.
- Flashy Boots: Your Dash arcana’s range doubles. However, your movement speed gets halved (rounded down).
- Glass Cannon: You deal 50% more damage (rounded down) but your maximum hit points is reduced by a number equal to three times your level. Furthermore, you lose 3 maximum hit points every time you level up.
- Nog’s Heavenly Boots: You gain a +4 bonus on saving throws, as well as advantage on all saving throws but you receive 50% more damage (rounded up).
- Sharpened Stylus: You lose your Signature Bar but all of your arcanas deal 2 bonus damage per damage die.
- Silver Spinning Top: You double your proficiency bonus on attack rolls but your movement speed becomes a third of its original value (rounded down).
- Spiked Emergency Kit: When you are at a quarter of your maximum hit points or less, you regenerate hit points at a rate of half your Wizard of Legend level per round but your maximum hit points is reduced by three times your Wizard of Legend level.
- Stealthy Haladie: When you deal damage to an enemy creature possessing all of its hit points, it suffers additional damage in d6’s equal to your Wizard of Legend level. However, you take 50% more damage (rounded up) from all sources.
- Tattered Scroll: Your Signature charge die doubles but your Signature Bar goes down to zero each time you suffer damage.
- Tortoise Shell: You gain 5 AC but all of your damage gets halved.
- Vampire’s Fangs: Slaying an enemy creature lets you regenerate hit points equal to a quarter of the damage done but your hit point maximum is reduced by three times your Wizard of Legend level.
- Volatile Gemstone: Your enhanced Signature arcana deals half damage but your Signature charge dice and Signature decay dice are doubled.
Multiclassing
Prerequisites. To qualify for multiclassing into the Wizard of Legend class, you must meet these prerequisites: 13 Dexterity and 13 Intelligence
Proficiencies. When you multiclass into the Wizard of Legend class, you gain the following proficiencies: Light armor
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