Wizard of Legend (5e Class)

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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.

Table: The Wizard of Legend

LevelProficiency
Bonus
FeaturesArcanasRelics
1st+2Arcana Deck, Signature Bar, Relics41
2nd+2Magic-inclined51
3rd+262
4th+2Ability Score Improvement72
5th+383
6th+3Primal Attunement93
7th+3104
8th+3Ability Score Improvement124
9th+4135
10th+4Chaos Arcana145
11th+4Wizard's Outfit157
12th+4Ability Score Improvement167
13th+5Chaos Arcana178
14th+5Trial-goer188
15th+51910
16th+5Ability Score Improvement, Chaos Arcana2010
17th+62111
18th+62311
19th+6Ability Score Improvement, Chaos Arcana2412
20th+6Legend of Wizardry2512

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

  • -Cooldown: N/A
  • -Range: 20ft
  • -You shoot a dense ball of fire that bounce off the ground at a creature within range. On a hit, you deal 1d4 fire damage to the target. This damage increases to 1d6 at 4th level, 2d4 at 8th level, 2d6 at 12th level and 2d8 at 16th level.
    • Fiery Yo-yo
    -Type: Basic
  • -Cooldown: N/A
  • -Range: 10ft
  • -You hurl a flaming orb that returns back to you should it touch nothing. If you hit a creature within range, you deal 1d6 fire damage to the target. This damage increases to 1d8 at 4th level, 2d6 at 8th level, 2d8 at 12th level and 2d10 at 16th level.
    • Flame Cross
    -Type: Basic, Wave
  • -Cooldown: N/A
  • -Range: 10ft
  • -You fire out waves of criss crossing flames at a creature within range. On a hit, you deal 1d4 fire damage to the target. This damage increases to 1d6 at 4th level, 2d4 at 8th level, 2d6 at 12th level and 2d8 at 16th level. Furthermore, you can choose to have the area between you and the target become difficult terrain from the flames damaging the area. This lasts for 5 turns.
    • Flame Strike
    -Type: Basic, Melee
  • -Cooldown: N/A
  • -Range: 5ft
  • -You blast the area in front of you with an explosion of flames. If you hit a creature, you deal 1d6 fire damage to the target. This damage increases to 1d8 at 4th level, 2d6 at 8th level, 2d8 at 12th level and 2d10 at 16th level. Instead of attacking normally, you may choose to forego your bonus action and make a single attack which deals triple the amount of damage dice.
    • Flare Rush
    -Type: Dash
  • -Cooldown: 4
  • -Range: 5 times your Dexterity modifier in feet
  • -You rush forwards and summon a multitude of small fireballs that follow your trajectory. When you use this arcana, creatures under 5ft of you when you pass by must succeed a Dexterity saving throw or take 1d4 fire damage. They are also burned. On a success, the targets take half damage and are not burned. The damage increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level.
    • Ignition Rush
    -Type: Dash
  • -Cooldown: 4
  • -Range: 5 times your Dexterity modifier in feet
  • -While dashing forwards, you surround yourself with a fiery aura. When you use this arcana, creatures you come in contact with (by passing through their space) must succeed a Dexterity saving throw or get burned. A creature succeeding in the saving throw doesn't get burned. This burn deals twice the amount of damage die a regular burn does.
    • Magma Rush
    -Type: Dash
  • -Cooldown: 4
  • -Range: 5 times your Dexterity modifier in feet
  • -You summon a flaming, explosive mine in your space before dashing forwards. This floating bomb moves 10ft towards the closest enemy creature after your turn. If it makes contact with a creature, it explodes, dealing 1d8 fire damage to the creature and to all creatures 5ft around the first on a failed Dexterity saving throw or half on a success. This damage increases to 2d8 at 4th level, 3d8 at 8th level, 4d8 at 12th level and 5d8 at 16th level.
    • Searing Rush
    -Type: Dash
  • -Cooldown: 4
  • -Range: 5 times your Dexterity modifier in feet
  • -You rush forwards and leave flames in your wake. The line between your new location after the dash and the space you previously were gets covered in fire. A creature who starts their turn in the fire or walks through the fire must succeed a Dexterity or suffer 1d4 point of fire damage and half on a success. A failure also burns the target. Furthermore, when you finish your dash, a fiery explosion burns everyone 5ft around you if they fail a Dexterity saving throw. This save is the same is a creature is affected by both the explosion and the fire trail. The trail stays for 1 turn.
    • Blazing Blitz
    -Type: Signature, Melee
  • -Cooldown: 4
  • -Range: 15ft
  • -You dash towards a creature within range and unleash a barrage of fiery punches. Make 2 melee spell attacks at the same target. On a hit, the target suffer 1d4 fire damage per hit. The damage increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level.
  • -When using this arcana's enhanced version, the force of your punches trigger a massive flame explosion. If at least one attack from this arcana hits the targeted creature, all creatures 5ft within the initial target (except you but including the initial target) must succeed a Dexterity saving throw or take 2d4 fire damage. A creature passing the saving throw takes half damage. This damage increases to 4d4 at 4th level, 6d4 at 8th level, 8d4 at 12th level and 10d4 at 16th level. Note that relics or other features that increase damage based on the number of damage dice don't apply on the explosion's damage.
    • Blazing Lariat
    -Type: Signature, Melee
  • -Cooldown: 4
  • -Range: 10ft around you
  • -You spin forward while swinging a blazing whip of flames. You move 5ft in any direction of your choice and attack all creatures within 10ft of you. All targets must succeed a Dexterity saving throw or take 1d8 fire damage, taking half on a successful save. The damage increases to 2d8 at 4th level, 3d8 at 8th level, 4d8 at 12th level and 5d8 at 16th level.
  • -When using this arcana's enhanced version, you conjure a trio of blazing whips, giving you more reach and momentum. You now move 10ft instead of 5ft in a direction of your choice and hit all creatures within 15ft of you. The damage die also becomes a d10.
    • Blazing Onslaught
    -Type: Standard, Projectile
  • -Cooldown: 4
  • -Range: 5ft after a 15ft dash
  • -You dash forward, briefly grabbing an enemy creature and blasting them away with fireballs. When using this arcana, you may move up to 15ft as part of the action. You then make a spell attack against your target, dealing 1d8 fire damage on a hit. They must then succeed a Strength saving throw or get pushed 5ft away from you and fall prone. The damage increases to 2d8 at 4th level, 3d8 at 8th level, 4d8 at 12th level and 5d8 at 16th level.
    • Blazing Vault
    -Type: Standard, Melee, Jump
  • -Cooldown: 4
  • -Range: 10ft area around you after a 15ft jump
  • -You jump into the air and come crashing down in a fiery explosion. When using this arcana, you may jump up to 15ft away as part of the action. When you come down, you unleash an explosion that covers the area 10ft around you. All creatures in that area must succeed a Dexterity saving throw or take 1d8 fire damage, taking half damage on a success. The damage increases to 2d8 at 4th level, 3d8 at 8th level, 4d8 at 12th level and 5d8 at 16th level.
    • Crashing Meteor
    -Type: Standard
  • -Cooldown: 4 after the meteor crashes
  • -Range: 10ft cube inside a 20ft area
  • -You summon a meteor that comes crashing down on a 10ft cube area within 20ft of you. When you use this arcana, you immediately designate the area the meteor will crash on. At the start of your next turn, the flaming projectile crashes down on the area, dealing 2d8 fire damage to all creatures in the area if they fail a Dexterity saving throw, taking half damage on a success. The damage increases to 4d8 at 4th level, 6d8 at 8th level, 8d8 at 12th level and 10d8 at 16th level.
    • Dragon Arc
    -Type: Signature, Projectile
  • -Charges: 8, regains 1 per turn
  • -Range: 30ft
  • -You summon a torrent of fiery dragons that come crashing into a target creature in range, consuming 2 charges. Make a ranged spell attack. If you hit, the target suffers 1d4 fire damage. You can spend as many charges as you want in the same attack, sending forth additional dragons (at the same cost), either at the same target or at different ones, assuming they are within 10ft of the initial target. The damage increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level. Note that relics or other features that increase damage based on the number of damage dice only affect the first Dragon Arc used on this turn.
  • -When using this arcana in its enhanced form, you instead unleash a fiery wave of flaming dragons. All creatures in a 40ft long, 15ft wide line must succeed in a Dexterity saving throw or take 1d6 fire damage, taking half damage on a successful save. This damage increases to 2d6 at 4th level, 3d6 at 8th level, 4d6 at 12th level and 5d6 at 16th level. The enhanced version of this arcana costs only 1 charge.
    • Flame Breath
    -Type: Signature, Area
  • -Cooldown: 4
  • -Range: 20ft cone
  • -You blast everything in front of you with your fiery breath. All creatures in the area must succeed a Dexterity saving throw, taking 1d8 fire damage on a failure and half on a success. The damage increases to 2d8 at 4th level, 3d8 at 8th level, 4d8 at 12th level and 5d8 at 16th level.
  • -When using this arcana's enhanced version, your flaming breath swirls around your entire body while scorching what's in front of you. The damage die becomes a d10 when calculating the damage for the creatures in the cone. Excluding the cone area, all other creatures 5ft around you are subject to the Dexterity saving throw, taking 1d4 fire damage on a failure and half on a success. This damage increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level.
    • Flame Seekers
    -Type: Standard, Summon
  • -Cooldown: 4
  • -Range: 5ft
  • -You summon a pair of flaming seekers that have a 30ft movement speed. They each move after your turn and attempt to rush into enemy creatures, forcing them to make a Constitution saving throw. On a failure, the targets are burned for 1 minute. While they are active, the seekers can attack up to 2 different targets each. If the seeker already made contact with a target, the second one has advantage on the saving throw. An afflicted creature may repeat the saving throw at the end of its turn. The seekers last for 1 turn (not counting the one they were summoned in) or until they both made contact with two different targets, whichever comes first.
    • Fuelled Berserk
    -Type: Standard, Buff
  • -Cooldown: 5
  • -Range: 5ft
  • -You enter a burning rage as fire spews from your body. All creatures within 5ft of you must succeed a Dexterity saving throw or be burned for 1 minute, taking 1d4 fire damage each turn. They can repeat the save at the end of their turn. Furthermore, while under the effects of this arcana, you may attack an additional time when you use a Basic arcana. You may also use your bonus action to make an additional attack. This buff lasts for 2 turns, not counting the turn in which you used Fuelled Berserk.
    • Engulfing Fissure
    -Type: Standard
  • -Charges: 4, regains 1 per 2 turns
  • -Range: 5ft
  • -You strike the ground within range, creating a burning fissure. You can use all of your available charges in a single turn if desired. The trap lasts for 1 turn and it detonates if a creature steps on it, dealing 1d4 fire damage. If the trap is directly placed under a creature, it is allowed a Dexterity saving throw to take half damage on a success. The damage increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level.
    • Exploding Fireball
    -Type: Signature, Projectile
  • -Cooldown: 4
  • -Range: 30ft
  • -You fire a large explosive fireball at a target within range. Make a ranged spell attack. On a hit, you deal 1d6 fire damage to the target. Hit or miss, the fireball explodes, forcing the same target and anyone within 5ft of them to succeed a Dexterity saving throw or 1d4 fire damage, taking half on a success. The damage for the initial attack increases to 2d6 at 4th level, 3d6 at 8th level, 4d6 at 12th level and 5d6 at 16th level. The explosion's damage increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level. Note that relics or other features that increase damage based on the number of damage dice don't apply on the explosion's damage.
  • -When using this arcana's enhanced version, 3 fireballs are shot in quick succession. They can all be directed at the same target or different ones, as long as they are in range. Damage from subsequent fireballs is halved.
    • Explosive Charge
    -Type: Standard, Melee
  • -Cooldown: 3
  • -Range: 20ft dash
  • -You charge forward, planting fiery bombs on enemy creatures that come within 5ft of you during that movement. They must succeed a Dexterity saving throw or receive the bomb, which detonate at the end of the afflicted creature's turn, dealing 1d4 fire damage and burning them. An action can be expended before the bomb detonates to remove it. The damage increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level.
    • Fire Wall
    -Type: Standard, Wave
  • -Cooldown: 5
  • -Range: 5ft
  • -You ignite the ground in front of you, creating a 5ft wide, 15ft long wall of fire that is 10ft high. This wall lasts for 2 turns and any creature who passes through the wall or starts its turn there must succeed a Dexterity saving throw or receive 1d6 fire damage, taking half damage on a success. The damage increases to 2d6 at 4th level, 3d6 at 8th level, 4d6 at 12th level and 5d6 at 16th level.
    • Inferno Beam
    -Type: Signature
  • -Cooldown: 4
  • -Range: 15ft
  • -You unleash a pair of criss-crossing beams of fire in a 15ft cone. All creatures in the target area must succeed a Dexterity saving throw or take 1d6 fire damage and get burned. A creature takes half damage on a successful save and isn't burned. The damage increases to 2d6 at 4th level, 3d6 at 8th level, 4d6 at 12th level and 5d6 at 16th level.
  • -When using this arcana's enhanced version, a multitude of fiery beams erupt from you, covering a 25ft half-circle centered around you. The damage die also increases to a d8.
    • Rapid Fire Agent
    -Type: Standard, Agent, Projectile, Summon
  • -Cooldown: 9, begins once the agent disappears
  • -Range: 5ft
  • -You conjure an agent of fire, resembling a living fireball, that engages foes with barrages of flaming projectiles. The agent acts after you and attempts to attack enemy creatures of your choosing. It possesses a 40ft flying speed, 15 AC, has the same saving throw modifiers as you and has maximum hit points equal to a quarter of your own. On its turn, it can make two ranged spell attacks with a 20ft range, each using your Intelligence modifier + your proficiency bonus. On a hit, the target takes 1d4 fire damage. The damage increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level. The agent lasts 5 full turns after being summoned before disappearing.
    Air
    • Air Spinner
    -Type: Basic, Projectile
  • -Cooldown: N/A
  • -Range: 5ft
  • -You throw a disc of air that rapidly spins around you. This attack hits all creatures around you. You use the same attack roll for all creatures. On a hit, you deal 1d6 magical slashing damage to the target. This damage increases to 1d8 at 4th level, 2d6 at 8th level, 2d8 at 12th level and 2d10 at 16th level.
    • Perforating Jet
    -Type: Basic, Projectile
  • -Cooldown: N/A
  • -Range: 10ft
  • -You release piercing jet streams of air at a creature within range. On a hit, you deal 1d6 magical piercing damage to the target. This damage increases to 1d8 at 4th level, 2d6 at 8th level, 2d8 at 12th level and 2d10 at 16th level.
    • Severing Slash
    -Type: Basic
  • -Cooldown: N/A
  • -Range: 5ft
  • -You unleash a barrage of slashing winds at a target within range. On a hit, you deal 1d6 magical slashing damage to the target. This damage increases to 1d8 at 4th level, 2d6 at 8th level, 2d8 at 12th level and 2d10 at 16th level. Instead of attacking normally, you may choose to forego your bonus action and make a single attack which deals triple the amount of damage dice.
    • Wind Slash
    -Type: Basic, Melee
  • -Cooldown: N/A
  • -Range: 5ft
  • -You summons arcs of slashing winds at a target within range. On a hit, you deal 1d8 magical slashing damage to the target. This damage increases to 1d10 at 4th level, 2d8 at 8th level, 2d10 at 12th level and 2d12 at 16th level.
    • Air Burst
    -Type: Dash
  • -Cooldown: N/A
  • -Range: 5 times your Dexterity modifier in feet
  • -You dash forward in a burst of air. Before you move (but after any potential attack of opportunity is resolved), creatures 5ft around you must succeed a Strength saving throw or be pushed 5ft away.
    • Gust Burst
    -Type: Dash
  • -Cooldown: 3
  • -Range: 5 times your Dexterity modifier in feet
  • -You dash with such force that the resulting winds pushes creatures and objects your way. During your dash, every creature that get withing 5ft of you must succeed a Strength saving throw or get pulled 5ft towards you.
    • Razor Burst
    -Type: Dash
  • -Cooldown: 4
  • -Range: 5 times your Dexterity modifier in feet
  • -You create a vortex of slashing winds before dashing forwards. A 10ft cube vortex appears at your previous location and lasts for 1 turn after the one it appeared in. Any creature caught into it must succeed a Dexterity saving throw or suffer 1d6 magical slashing damage. The damage increases to 2d6 at 4th level, 3d6 at 8th level, 4d6 at 12th level and 5d6 at 16th level.
    • Vortex Trap
    -Type: Dash
  • -Charges: 2, regains 1 charge every 3 turns
  • -Range: 5 times your Dexterity modifier in feet
  • -While dashing, you leave behind a wind trap at your previous space. At the beginning of your next turn, all creatures 5ft around the trap must succeed a Strength saving throw or get propelled 10ft in the direction of the dash that set up the trap.
    • Dragon Blast
    -Type: Standard
  • -Cooldown: 4
  • -Range: 25ft
  • -You summon a dragon made of air to blast creatures away in 15ft wide, 25ft long line with a powerful gust of slashing air. All creatures in the target area must succeed a Strength saving throw or suffer 1d4 magical slashing damage and get pushed 10ft away. A creature takes half damage and isn't pushed on a successful save. The damage increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level.
    • Evading Zephyr
    -Type: Standard, Buff
  • -Cooldown: 6 after effect ends
  • -Range: Self
  • -You invoke a protective current of air around you that protects you from attacks. For the turn in which you use the arcana, as well as the following 2 turns, you become immune to falling damage, gain 15 movement speed and can now your your reaction upon being targeted by an attack to raise your AC by 5 until the beginning of your next turn.
    • Spiraling Typhoon
    -Type: Signature, Melee
  • -Cooldown: 4
  • -Range: 5ft
  • -You draw in a target creature in front of you with a ring of tumbling winds. The targeted creature must then succeed a Strength saving throw or take 1d6 magical slashing damage and get sent back 15ft due to the force of the wind. A creature making a successful save takes half damage and isn't blown away. The damage increases to 2d6 at 4th level, 3d6 at 8th level, 4d6 at 12th level and 5d6 at 16th level.
  • -When used in its enhanced version, the winds envelop your entire body, forcing all creatures within 5ft of you to make the saving throw. Those who fail the saving throw are all sent in a direction of your choosing, though it must be the same for all creatures.
    • Storm Draft
    -Type: Signature, Projectile
  • -Cooldown: 4
  • -Range: 15ft
  • -You release a burst of air that drafts foes and send them flying away. The first creature hit in a 15ft line must succeed a Strength saving throw or get pushed 15ft away. If a wall or other large obstacle is in the way, the target crashes on the obstacle, taking 2d6 magical bludgeoning damage and stopping there. The damage increases to 4d6 at 4th level, 6d6 at 8th level, 8d6 at 12th level and 10d6 at 16th level.
  • -When used in its enhanced version, this arcana becomes a massive 35ft long and 15ft wide line which affects everyone in the targeted area.
    • Tearing Whirlwind
    -Type: Signature, Melee
  • -Cooldown: 4
  • -Range: 5ft, 10ft dash
  • -You rapidly spin forward and slash all creatures around you with slashing winds. When using this arcana, you may also move 10ft in a direction of your choosing. All creatures in the affected area must succeed a Dexterity saving throw or take 1d6 magical slashing damage, taking half damage on a success. The damage increases to 2d6 at 4th level, 3d6 at 8th level, 4d6 at 12th level and 5d6 at 16th level.
  • -When used in its enhanced version, this arcana's area of effect becomes much larger and the winds are whirling even more furiously around you. The winds now reach creatures 10ft around you and the dash's range is extended to 15ft. Furthermore, the damage die increases to a d8.
    • Whirling Wind Agent
    -Type: Standard, Agent, Melee, Summon
  • -Cooldown: 9, begins once the agent disappears
  • -Range: 5ft
  • -You conjure a trio of wind agents, each resembling a living spherical vortex, that buffet foes with whirling winds. The agents act after you and attempt to attack enemy creatures of your choosing. They possess a 40ft flying speed, 15 AC, have the same saving throw modifiers as you and each has maximum hit points equal to a quarter of your own. On their turn, they can make a single melee spell attack using your Intelligence modifier + your proficiency bonus. On a hit, the target takes 1d4 magical slashing damage. The damage increases to 2d4 at 8th level and 3d4 at 16th level. Each agent's maximum health increases to 30% of your own at 4th level and to 35% at 12th level. The agents lasts 5 full turns after being summoned before disappearing.
    Earth
    • Bladed Vine
    -Type: Basic
  • -Cooldown: N/A
  • -Range: 10ft
  • -You repeatedly whip with a bladed vine at a target within range. On a hit, you deal 1d6 magical slashing damage to the target. This damage increases to 1d8 at 4th level, 2d6 at 8th level, 2d8 at 12th level and 2d10 at 16th level.
    • Earth Knuckles
    -Type: Basic, Melee
  • -Cooldown: N/A
  • -Range: 5ft
  • -You pummel a target within range with a large earthen fist. On a hit, you deal 1d8 magical bludgeoning damage to the target. This damage increases to 1d10 at 4th level, 2d8 at 8th level, 2d10 at 12th level and 2d12 at 16th level.
    • Obsidian Splitter
    -Type: Basic
  • -Cooldown: N/A
  • -Range: 5ft
  • -You swing a black stone axe at a target within range. On a hit, you deal 1d6 magical slashing damage to the target. This damage increases to 1d8 at 4th level, 2d6 at 8th level, 2d8 at 12th level and 2d10 at 16th level. Instead of attacking normally, you may choose to forego your bonus action and make a single attack which deals triple the amount of damage dice.
    • Stone Shot
    -Type: Basic, Projectile
  • -Cooldown: N/A
  • -Range: 20ft
  • -You conjure a magical stone and throw it at a target within range. On a hit, you deal 1d4 magical bludgeoning damage to the target. This damage increases to 1d6 at 4th level, 2d4 at 8th level, 2d6 at 12th level and 2d8 at 16th level.
    • Entangling Vines
    -Type: Dash
  • -Cooldown: 4
  • -Range: 5 times your Dexterity modifier in feet
  • -While moving, you summon forth a set of vines that grab onto nearby enemies. While you dash, all enemy creatures 5ft away from you must succeed a Strength saving throw or get grappled and be poisoned until the start of your next turn.
    • Snare Track
    -Type: Dash, Wave
  • -Cooldown: 4
  • -Range: 5 times your Dexterity modifier in feet
  • -You tear forwards as a trio of vine appear in your path to entangle your enemies. All enemy creatures in your path, as well as those 5ft around you when the dash ends must succeed a Dexterity saving throw or be restrained for 1 minute. The afflicted creatures may repeat the save at the end of their turns.
    • Spike Track
    -Type: Dash, Wave
  • -Cooldown: 4
  • -Range: 5 times your Dexterity modifier in feet
  • -You dash forward and leave behind a trail of earthen spikes. The line between your new and previous location now becomes difficult terrain from the spikes. Moving through the spikes deals 1d4 magical piercing damage, which increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level.
    • Toxic Trap
    -Type: Dash
  • -Cooldown: 4
  • -Range: 5 times your Dexterity modifier in feet
  • -You dash forward while dropping a poison bomb. Creatures 5ft around the starting and ending points of your dash must succeed a Constitution saving throw or suffer 1d4 poison damage and be poisoned for 1 minute. The afflicted creatures can repeat the save at the end of their turns and are only dealt half damage if they succeed the saving throw. The damage increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level.
    • Earth Stomp Agent
    -Type: Standard, Agent, Melee, Summon
  • -Cooldown: 9, begins once the agent disappears
  • -Range: 5ft
  • -You conjure an agent of earth, resembling a living pile of rocks with a green gem in its center, that crushes an area to destabilize foes. The agent acts any time during your turn or after you and attempts to attack enemy creatures of your choosing. It possesses a 30ft flying speed, 15 AC, has the same saving throw modifiers as you and has maximum hit points equal to 30% of your own. On its turn, it can slam into the ground, forcing all creatures in a 15ft sphere centered around the agent to succeed a Dexterity saving throw or fall prone. The agent's maximum hit points increase to 35% of your own at 4th level, 40% at 8th level, 45% at 12th level and 50% at 16th level. The agent lasts 5 full turns after being summoned before disappearing.
    • Hammer of Atlas
    -Type: Signature, Melee, Projectile
  • -Cooldown: 4
  • -Range: 5ft, then 25ft line
  • -You solidify a large hammer made of stone and whirl it around you before throwing it forward. Make a single spell attack roll against the AC of all creatures 5ft away from you. Hit or miss, you then throw the hammer in a 25ft line. All creatures in the area must then succeed a Dexterity saving throw or take 1d4 magical bludgeoning damage with half damage taken on a successful save. The damage increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level. Note that relics or other features increasing damage based on the number of damage dice don't apply if a creature is hit from both the spell attack and the thrown hammer.
  • -When using this arcana's enhanced version, the hammer is now much larger. When spinning the hammer around you, you may make 2 attacks instead of 1 and the target area extends to 10ft around you. The line's range also extends to 30ft. Finally, the damage die increases to a d6.
    • Prickly Ballet
    -Type: Signature, Summon
  • -Cooldown: 4
  • -Range: 5ft
  • -You summon a cactus familiar that acts after your turn and unleashes a spiky barrage of needles all around it. The familiar has a 20ft movement speed, a number of hit points equal to a quarter of your maximum hit points and an AC of 10. On its turn, the familiar sprays the entire area 15ft away from itself, forcing those in range to succeed a Dexterity saving throw or take 1d6 magical piercing damage. The familiar lasts for 1 turn, not counting the one it was summoned in. The damage increases to 2d6 at 4th level, 3d6 at 8th level, 4d6 at 12th level and 5d6 at 16th level.
  • -When using this arcana's enhanced version, a total of 4 cactus familiars are summoned. However, the damage die is reduced to a d4 and the range is reduced to 10ft around the familiars. If a creature is hit from the spike volleys of one or more familiar, they take half damage from subsequent attacks.
    • Rock n' Roll
    -Type: Signature
  • -Cooldown: 4
  • -Range: 30ft
  • -You summon a wave of rocky buzzsaws that tear forward in 15ft wide, 30ft long line. Each buzzsaw is 5ft wide, meaning a total of 3 buzzsaws. The first creature hit by a buzzsaw must succeed a Dexterity saving throw or take 1d6 magical slashing damage or half on a successful save. The damage increases to 2d6 at 4th level, 3d6 at 8th level, 4d6 at 12th level and 5d6 at 16th level.
  • -When using this arcana's enhanced version, even more stone buzzsaws are summoned and each is more destructive than the last. The linear area of effect is now 25ft wide, with 5 buzzsaws racing forward. Furthermore, the damage die increases to a d8.
    Lightning
    • Bolt Rail
    -Type: Basic
  • -Cooldown: N/A
  • -Range: 10ft
  • -You direct a stream of lightning at a target within range. On a hit, you deal 1d6 lightning damage to the target. This damage increases to 1d8 at 4th level, 2d6 at 8th level, 2d8 at 12th level and 2d10 at 16th level.
    • Radiant Blast
    -Type: Basic, Melee
  • -Cooldown: N/A
  • -Range: 5ft
  • -You release a surge of electrical energy in front of you. If you hit a creature, you deal 1d6 lightning damage to the target. This damage increases to 1d8 at 4th level, 2d6 at 8th level, 2d8 at 12th level and 2d10 at 16th level. Instead of attacking normally, you may choose to forego your bonus action and make a single attack which deals triple the amount of damage dice.
    • Spark Contact
    -Type: Basic, Melee
  • -Cooldown: N/A
  • -Range: 5ft
  • -You jolt a target within range with a burst of electricity. On a hit, you deal 1d8 lightning damage to the target. This damage increases to 1d10 at 4th level, 2d8 at 8th level, 2d10 at 12th level and 2d12 at 16th level.
    • Volt Disc
    -Type: Basic, Projectile
  • -Cooldown: N/A
  • -Range: 20ft
  • -You discharge a disc made of electricity at a target within range. On a hit, you deal 1d4 lightning damage to the target. This damage increases to 1d6 at 4th level, 2d4 at 8th level, 2d6 at 12th level and 2d8 at 16th level.
    • Circuit Line
    -Type: Dash
  • -Cooldown: 3 (starts after the orbs detonate)
  • -Range: 5 times your Dexterity modifier in feet
  • -You jolt ahead, leaving an electricity orb at your origin and ending points. For the next 2 turns, you also leave a single orb at your ending point. All orbs then detonate after those 2 turns, dealing 1d4 lightning damage to any creature who stands between two orbs if they fail a Dexterity saving throw, taking half damage on a success. The damage increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level.
    • Shock Line
    -Type: Dash
  • -Cooldown: 4
  • -Range: 5 times your Dexterity modifier in feet
  • -You dash ahead and leave a trap of electricity at your previous location, as well as 5ft in front of you when your dash ends. A creature walking through one of the trap suffers 1d6 lightning damage. The traps last for 1 turn before disappearing. The damage increases to 2d6 at 4th level, 3d6 at 8th level, 4d6 at 12th level and 5d6 at 16th level.
    • Volt Tracer
    -Type: Dash
  • -Cooldown: 3
  • -Range: 5 times your Dexterity modifier in feet
  • -You summon an electrified afterimage of you as you dash, which tracks your path and explodes when it comes in contact with you. All creatures in the dash's trajectory and 5ft around you after the dash must succeed a Dexterity saving throw or be shocked for 1 minute. The afflicted creatures may repeat the saving throw at the end of their turns.
    • Bouncing Surge
    -Type: Standard, Projectile
  • -Cooldown: 4
  • -Range: 20ft
  • -You conjure a spear of lightning and throw it at a target creature within range. Make a ranged spell attack against that creature. On a hit, the target takes 1d4 lightning damage. The spear then change course and travels towards another enemy creature of your choice which is 10ft away from the initial target. Make another ranged spell attack against that creature. As long as the spear keeps hitting its targets, it continues traveling to new targets 10ft away from the previous, up to a maximum of 6 creatures. Note that a creature cannot get hit twice from this arcana. The damage increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level.
    • Line Shock Agent
    -Type: Standard, Agent, Summon
  • -Cooldown: 9, begins once the agent disappears
  • -Range: 5ft
  • -You conjure an agent of lightning, resembling a living sphere of electricity, that assaults foes with a stream of lightning. The agent acts after you and attempts to attack enemy creatures of your choosing. It possesses a 40ft flying speed, 15 AC, has the same saving throw modifiers as you and has maximum hit points equal to a quarter of your own. On its turn, it sends out a 20ft range line of electricity, forcing all creatures in the area to succeed a Dexterity saving throw or take 1d4 lightning damage, taking half on a successful save. The damage increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level. The agent lasts 5 full turns after being summoned before disappearing.
    • Shock Assault
    -Type: Signature, Melee
  • -Cooldown: 4
  • -Range: 10ft
  • -You ride a bolt of lightning and quickly travels to a creature within range. Make a melee spell attack against your target. On a hit, you deal 1d4 lightning damage to them and quickly travel to hit all enemy creatures within 15ft of the first target. Roll another melee spell attack, keeping the same roll for all target creatures. They take 1d4 lightning damage on a hit. After your attack is done, you immediately return to the square you were before using the arcana. The damage increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level.
  • -When using this arcana's enhanced version, you get even faster as you dart around the battlefield. The initial dash range extends to 15ft and you now hit all enemy creatures within 20ft the first target. Furthermore, the damage die becomes a d8.
    • Thunder Seekers
    -Type: Standard, Summon
  • -Cooldown: 4
  • -Range: 5ft
  • -You summon a pair of electric seekers that have a 30ft movement speed. They each move after your turn and attempt to make contact with enemy creatures, forcing them to make a Constitution saving throw on contact. On a failure, the targets are shocked for 1 minute. Each creature in a 5ft line between the two initially afflicted creatures (if any) are also subject to the saving throw as a link of electricity connects the two creatures the seekers touch. An afflicted creature may repeat the saving throw at the end of its turn. The seekers last for 1 turn (not counting the one they were summoned in) or until they both made contact with a different target, whichever comes first.
    • Thundering Chain
    -Type: Standard, Wave
  • -Cooldown: 4
  • -Range: 30ft
  • -You create a series of lightning bolts that travel down a 15ft wide, 30ft long line. Any creature caught in its area of effect must succeed a Dexterity saving throw or take 1d4 lightning damage and half on a success. A creature failing its saving throw is also shocked for 1 minute. The save may be repeated at the end of the creature's turn. The damage increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level.
    • Volt Pinball
    -Type: Signature, Projectile
  • -Cooldown: 5
  • -Range: 5ft
  • -You generate a protective trio of charged orbs that orbit around you. When an enemy creature gets within 5ft of you, one of the orbs launches itself at them, forcing them to succeed a Dexterity saving throw or take 1d4 lightning damage, taking half damage on a success. The orb then immediately travels to another enemy creature withing 15ft of the previous target, triggering the same saving throw. The ring of orbs lasts for 2 turns, not counting the turn in which it was summoned. The damage increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level.
  • -When using this arcana's enhanced version, the ring becomes much larger, now containing 5 orbs and orbiting 10ft around you.
    Water
    • Aqua Arc
    -Type: Basic, Projectile
  • -Cooldown: N/A
  • -Range: 20ft
  • -You direct an arcing stream of water at a target within range. On a hit, you deal 1d4 magical bludgeoning damage to the target. This damage increases to 1d6 at 4th level, 2d4 at 8th level, 2d6 at 12th level and 2d8 at 16th level.
    • Frost Blade
    -Type: Basic
  • -Cooldown: N/A
  • -Range: 5ft
  • -You summon an icy blade that swings at a creature within range. On a hit, you deal 1d6 cold damage to the target. This damage increases to 1d8 at 4th level, 2d6 at 8th level, 2d8 at 12th level and 2d10 at 16th level. Instead of attacking normally, you may choose to forego your bonus action and make a single attack which deals triple the amount of damage dice.
    • Ice Dagger
    -Type: Basic, Melee
  • -Cooldown: N/A
  • -Range: 5ft
  • -You conjure an ice dagger that lunges at a creature within range. On a hit, you deal 1d8 cold damage to the target. This damage increases to 1d10 at 4th level, 2d8 at 8th level, 2d10 at 12th level and 2d12 at 16th level.
    • Rip Tide
    -Type: Basic, Projectile
  • -Cooldown: N/A
  • -Range: 10ft
  • -You unleash water ripples towards a target within range. On a hit, you deal 1d6 magical bludgeoning damage to the target. This damage increases to 1d8 at 4th level, 2d6 at 8th level, 2d8 at 12th level and 2d10 at 16th level.
    • Bubble Blast
    -Type: Dash
  • -Cooldown: 4
  • -Range: 5 times your Dexterity modifier in feet
  • -You surround yourself with a flurry of bubbles as you dash forward. Those bubbles stay afloat 5ft around and under the trajectory of your dash and serve as difficult terrain. A creature suffer 1d4 cold damage once per turn if they walked at least 5ft into the bubbles. This damage increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level.
    • Frost Feint
    -Type: Dash
  • -Charges: 2, regains 1 every 4 turns
  • -Range: 5 times your Dexterity modifier in feet
  • -You race forward while creating an ice decoy at your starting locating and right next to your destination. If you use this dash as a reaction and evade an opportunity attack, the attacker hits the decoy instead and suffer 1d6 cold damage and gets frozen for 1 minute (the afflicted creature can repeat the saving throw at the end of their turn). If you stay in the same space as a decoy, you may roll a d20 each time an attack is directed at you. On a 1-10, the attack hits you while the attack hits the decoy on a roll of 11-20. The decoys stay for 1 turn. This damage increases to 2d6 at 4th level, 3d6 at 8th level, 4d6 at 12th level and 5d6 at 16th level.
    • Frost Wing
    -Type: Dash
  • -Cooldown: 4
  • -Range: 5 times your Dexterity modifier in feet
  • -You dash forward with wings of ice behind you. When you finish your dash, those wings let out frozen feathers behind you in a 20ft half-circle behind you, dealing 1d6 cold damage on a failed Dexterity saving throw and half on a success. This damage increases to 2d6 at 4th level, 3d6 at 8th level, 4d6 at 12th level and 5d6 at 16th level.
    • Wave Front
    -Type: Dash, Shield
  • -Cooldown: 4
  • -Range: 5 times your Dexterity modifier in feet
  • -You rush forward while surrounding yourself with a watery orb that briefly shields you. During your dash and until the end of your next turn, you gain 3 AC.
    • Aqua Beam
    -Type: Signature
  • -Charges: 2, regains 1 each 5 turns
  • -Range: 30ft
  • -You unleash a torrent of pressurized water in a 30ft line in front of you. All creatures in the area of effect must succeed a Dexterity saving throw or take 1d8 magical bludgeoning damage, taking half damage on a successful save. The damage increases to 2d8 at 4th level, 3d8 at 8th level, 4d8 at 12th level and 5d8 at 16th level.
  • -When using this arcana's enhanced version, you let out a multitude of beams that converge into a single, larger stream. The arcana first hit all creatures in front of you in a 35ft half-circle centered on you. The damage die also increases to a d10. Furthermore, all creatures in a 15ft wide line at the center of the half-circle suffer a bonus 1d4 damage from the pressure of the larger beam that got formed. This bonus damage does not increase via relics or other effects that increase the damage of arcanas based on their number of damage dice. The bonus damage increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level.
    • Bouncing Bubble
    -Type: Standard, Projectile
  • -Cooldown: 4
  • -Range: 20ft
  • -You throw out a bubble of water at a target within range. Make a ranged spell attack against that creature. On a hit, the target takes 1d4 cold damage. The bubble then bounces back from the first target towards another enemy creature of your choice which is 10ft away from the initial target. Make another ranged spell attack against that creature. As long as the bubble keeps hitting its targets, it continues traveling to new targets 10ft away from the previous, up to a maximum of 6 creatures. Note that a creature cannot get hit twice from this arcana. The damage increases to 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level and 5d4 at 16th level.
    • Dragon Surge
    -Type: Signature, Summon
  • -Cooldown: 7
  • -Range: 5ft
  • -You unleash a pair of serpentine water dragons that track your foes to engulf them in their frigid bodies. Those dragons act after your turn and have a flying speed of 20ft, moving towards an enemy creature. The dragons themselves are 5ft wide and 15ft long, have an AC of 14 and each have half of your hit points maximum. Any creature that makes contact with them or starts their turn inside a dragon's space must succeed a Dexterity saving throw or take 1d6 cold damage, taking half damage on a success. The dragons last for 2 turns, not counting the one they were summoned in. Any creature hit by more than one dragon in a single turn take half damage from subsequent attacks. The damage increases to 2d6 at 4th level, 3d6 at 8th level, 4d6 at 12th level and 5d6 at 16th level.
  • -When using this arcana's enhanced version, you unleash a total of 4 dragons to wreak havoc around you.
    • Frost Fan
    -Type: Signature, Projectile
  • -Cooldown: 4
  • -Range: 25ft
  • -You throw out a fan of frost daggers in a 25ft cone. All creatures in the area must succeed a Dexterity saving throw or take 1d6 cold damage and be frozen until the end of their next turn. An afflicted creature takes half damage and isn't frozen on a successful save. The damage increases to 2d6 at 4th level, 3d6 at 8th level, 4d6 at 12th level and 5d6 at 16th level.
  • -When using this arcana's enhanced version, the projectiles you throw out are much harder to avoid and are as sharp as pieces of crystals. The damage die increases to a d8 and all creatures in the area of effect have disadvantage on their saving throw.
    • Frost Scimitar
    -Type: Signature
  • -Charges: 2, regains 1 each 3 turns
  • -Range: 15ft
  • -You throw out a rapidly spinning ice sword at a target within range. Make a ranged spell attack against that target. On a hit, the target takes 1d8 cold damage. You may expend all charges at once to make two attacks. The damage increases to 2d8 at 4th level, 3d8 at 8th level, 4d8 at 12th level and 5d8 at 16th level.
  • -When using this arcana's enhanced version, you instead send out a volley of spinning ice swords in a 20ft cone. All creatures in the area of effect must succeed a Dexterity saving throw or take 1d10 cold damage and half on a successful save. The damage increases to 2d10 at 4th level, 3d10 at 8th level, 4d10 at 12th level and 5d10 at 16th level.
    • Water Pulse Agent
    -Type: Standard, Agent, Projectile, Summon
  • -Cooldown: 9, begins once the agent disappears
  • -Range: 5ft
  • -You conjure an agent of water, resembling a living bubble full of liquid, that douses foes with a spread of water blobs. The agent acts after you and attempts to attack enemy creatures of your choosing. It possesses a 40ft flying speed, 15 AC, has the same saving throw modifiers as you and has maximum hit points equal to a quarter of your own. On its turn, it can shoot out a 15ft cone of pressurized water, forcing all creatures in the affected area to succeed a Dexterity saving throw or take 1d4 magical bludgeoning damage. The damage increases to 2d4 at 8th level and 3d4 at 16th level while the cone's area of effect increases to 20ft at 4th level and 25ft at 12th level. The agent lasts 5 full turns after being summoned before disappearing.
    Chaos
    • Chaos arcanas may only be acquired at 10th, 13th, 16th and 19th levels.
    • Chaos Crusher
    -Type: Basic, Melee, Projectile
  • -Cooldown: N/A
  • -Range: 20ft
  • -You create a chaotic rift in front of you, compress it and sends it at a target within range. On a hit, you deal 2d8 force damage to the target. This damage increases to 2d10 at 12th level and 2d12 at 16th level.
    • Chaos Reaper
    -Type: Basic, Melee
  • -Cooldown: N/A
  • -Range: 5ft
  • -You slice through a target within range with a scythe made of chaos energy. On a hit, you deal 2d8 force damage to the target. This damage increases to 2d10 at 12th level and 2d12 at 16th level. Instead of attacking normally, you may choose to forego your bonus action and make a single attack which deals triple the amount of damage dice to everyone around you. You keep the same attack roll for all creatures in range.
    • Chaotic Echoes
    -Type: Dash
  • -Cooldown: 4
  • -Range: 5 times your Dexterity modifier in feet
  • -You summon an offensive barrier around you as you dash. Two spectral copies of yourself also appear 5ft next to you and dash in the same direction as you. If you or a copy collides with an enemy creature, you deal force damage equal to your Intelligence modifier if they fail a Dexterity saving throw. As long as they stay within 5ft of you, your clones can swerve from their path to hit the same creature as you, dealing more damage. You take half damage on a successful saving throw or upon taking damage from two or more attacks from this dash. The clones last for 1 turn.
    • Chaotic Rift
    -Type: Dash
  • -Cooldown: N/A
  • -Range: 5 times your Dexterity modifier in feet
  • -You dash through a rift created from primal chaos, teleporting you at your target location. You don't trigger attacks of opportunity and you can teleport in the air and through solid objects. Furthermore, this dash retains its maximum distance even when it's used as a reaction. If you end your turn inside a wall from teleporting into it, you get shunted out to the closest empty space, taking 1d6 damage per 5ft traveled.

    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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