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Ayeba

Ayeba


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Feats

Level 1 Bonus Feat

Strixhaven Initiate

   You have studied some magical theory and have learned a few spells associated with Strixhaven University.

   Choose one of Strixhaven's colleges: Lorehold, Prismari, Quandrix, Silverquill or Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specificed in the Strixhaven Spells table.

   You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slot you have.

   Your spellcasting ability for this feat's spells is Intelligence, Wisdom or Charisma (choose when you select this feat).

College Cantrips 1st-level Spell
Quandrix Choose two from druidcraft, guidance and mage hand Choose one 1st-level druid or wizard spell: Healing Word

  Source: Strixhaven, a Curriculum of Chaos p 33.

Level 4 Feat

Telekinetic

   You learn to move things with your mind, granting you the following benefits:

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.

As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Level 4 Bonus Feat

War Caster

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells when even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than use your reaction opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Ayeba

Ayeba

Feats

Level 1 Bonus Feat

Strixhaven Initiate

   You have studied some magical theory and have learned a few spells associated with Strixhaven University.

   Choose one of Strixhaven's colleges: Lorehold, Prismari, Quandrix, Silverquill or Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specificed in the Strixhaven Spells table.

   You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slot you have.

   Your spellcasting ability for this feat's spells is Intelligence, Wisdom or Charisma (choose when you select this feat).

College Cantrips 1st-level Spell
Quandrix Choose two from druidcraft, guidance and mage hand Choose one 1st-level druid or wizard spell: Healing Word

  Source: Strixhaven, a Curriculum of Chaos p 33.

Level 4 Feat
Telekinetic

   You learn to move things with your mind, granting you the following benefits:

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.

As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Level 4 Bonus Feat
War Caster

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells when even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than use your reaction opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

 

 

Ayeba

Ayeba

Feats

Level 1 Bonus Feat

Strixhaven Initiate

   You have studied some magical theory and have learned a few spells associated with Strixhaven University.

   Choose one of Strixhaven's colleges: Lorehold, Prismari, Quandrix, Silverquill or Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specificed in the Strixhaven Spells table.

   You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slot you have.

   Your spellcasting ability for this feat's spells is Intelligence, Wisdom or Charisma (choose when you select this feat).

College Cantrips 1st-level Spell
Quandrix Choose two from druidcraft, guidance and mage hand Choose one 1st-level druid or wizard spell: Healing Word

  Source: Strixhaven, a Curriculum of Chaos p 33.

Level 4 Feat
Telekinetic

   You learn to move things with your mind, granting you the following benefits:

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.

As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Level 4 Bonus Feat
TODO

 

 

Ayeba

Ayeba

Feats

Level 1 Bonus Feat

Strixhaven Initiate

   You have studied some magical theory and have learned a few spells associated with Strixhaven University.

   Choose one of Strixhaven's colleges: Lorehold, Prismari, Quandrix, Silverquill or Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specificed in the Strixhaven Spells table.

   You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slot you have.

   Your spellcasting ability for this feat's spells is Intelligence, Wisdom or Charisma (choose when you select this feat).

College Cantrips 1st-level Spell
Quandrix Choose two from druidcraft, guidance and mage hand Choose one 1st-level druid or wizard spell: Healing Word

  Source: Strixhaven, a Curriculum of Chaos p 33.

Level 4 Feat
Telekinetic

   You learn to move things with your mind, granting you the following benefits:

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.

As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Level 4 Feat
TODO

 

 

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