Wizard

A Scholarly Magic-User of Arcane Power

This Wizard article features subclass options for Erenel players in 5th Edition Dungeons and Dragons. The article will be updated over time as new subclasses are released! Some subclasses are only available for Gamingbrew Patrons!
 
Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.   Most Wizards share a scholarly approach to magic. They examine the theoretical underpinnings of magic, particularly the categorization of spells into schools of magic. Renowned Wizards such as Bigby, Tasha, Mordenkainen, and Yolande have built on their studies to invent iconic spells now used across the multiverse.   The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer. Other Wizards sell their services as advisers, serve in military forces, or pursue lives of crime or domination.   But the lure of knowledge calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.

Erenel 5E Subclasses

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5E.24 Subclasses

The subclasses below are designed with 5E.24 rules and mechanics.

Flesh Weaver

Become an artisan of undead flesh  
Your studies treat the boundary between life and death like clay in a sculptor’s hands. As a Flesh Weaver, you don’t just animate the dead, you craft new creations, stitching together the fragments of once living beings into something uniquely monstrous. When you conjure your stitched guardian, it’s not just another mindless husk. It’s your magnum opus, imbued with personality and potential.   Maybe you’re chasing forbidden knowledge, the kind that turns a traditional wizard’s stomach. Or maybe you just think the dead deserve better than to rot as worm food. Your work comes with a heavy dose of moral ambiguity. Is it innovation, or is it desecration? Are you a visionary, or have you gone insane? Either way, every masterpiece begins with a spark of madness.

Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.  

Fractured Mind

Weaponize Psychic Instability  
The School of the Fractured Mind is born from arcane obsession, overexposure to raw psionic power, or a brush with something that should not be understood. Wizards who survive such trauma learn to externalize it, shaping hallucinations into weapons and turning mental instability into a sharpened edge. These wizards blur the line between self and spell. Their fractured consciousness leaks into reality, creating distorted images, misfired thoughts, and violent psychic echoes. What breaks the mind of most becomes a toolkit for those willing to embrace the fracture.

Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.  

5E.14 Subclasses

Originally created for 5E.14, the subclasses below can be easily adapted for use with 5E.24 rules.

Arcane Slinger

Arcane Slingers look to the future by incorporating recent advancements in firearm technology with traditional spellcasting. Originally adopted by Artificers skilled in enhancing firearms with spell strike barrels, this tradition has been adopted by more progressed magic users whose arcane skill allows the new technology to be pushed to its limits.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
 

Chimebearer

Chimebearers study a tradition of wizardry that marries faith and discovery into a harmonious blend. Originally sponsored by many faiths who took in deaf and mute people with vast intellect, a chimebearer inscribes arcane runes onto a hand chime or altar bell that can serve as their magical focus, and the ringing their incantations. Many chimebearer wizards still find their work among a myriad of religious beliefs, though some may find sovereign motivation for adopting religious iconography into their spellcasting.
  Chimebearer 5E Stat Block

Chimebearer

Wizard Arcane Tradition

Created by Nano  

Pious Knowledge

2nd-level Chimebearer feature   You gain proficiency with jeweler’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. You also gain proficiency in the Religion skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses it.  

Arcane Chime

2nd-level Chimebearer feature   Inscribing magical runes onto a small bell chime, you have learned to use this chime to cast spells you have learned throughout your travels. While you are holding the chime, it grants you the following benefits:  
  • You can use the chime as a spellcasting focus for your wizard spells.
  • When you cast a wizard spell with a verbal component, you can choose to ring the chime instead of chanting the verbal component.
  • When you cast a wizard spell that deals damage, you can add your Intelligence modifier to one damage roll of that spell. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
If you lose or damage your chime, you can replace it over the course of a short or long rest by using jeweler’s tools to etch arcane runes onto a bell, and it destroys the previous chime.  

Blessed Mage

6th-level Chimebearer feature   You learn two cantrips of your choice from the cleric spell list. They count as wizard spells for you, and Intelligence is your spellcasting ability for them.  

Radiant Toll

6th-level Chimebearer feature   Your faith and knowledge manifest as radiant power when you ring your chime. As an action, you can ring your chime. Each creature of your choice within 30 feet of you that can hear must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage and is deafened. On a successful save, the creature takes half as much damage and isn’t deafened.   You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain any expended uses when you finish a long rest.  

Blessing of Chimes

10th-level Chimebearer feature   As a bonus action, you can ring the chime and heal allies within hearing range of the chime. Any creature of your choice within 30 feet that can hear regains hit points equal to 1d4 + your intelligence modifier.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Holy Scholar

14th-level Chimebearer feature   When you cast a wizard spell, you can temporarily replace its damage type to radiant, which magically alters the spell’s formula for this casting only. Additionally, when you deal damage with a spell or with the Radiant Toll feature, you deal an extra 1d8 radiant damage.


Culinary Arts

Focusing on the art of cuisine, those who follow the culinary artist tradition learn the power of a full stomach and proper nutrition. Thanks to a fine sense of taste, you can bend a meal to your will blasting yourself and your allies with flavor.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
 

Eldritch Truth

Your study of magic is emboldened through understanding the fundamental truths hidden at the edge of existence. As a seeker of Eldritch Truth, you balance the thin line believed to exist between madness and enlightenment while studying ancient gods and whispers from the otherworldly. Able to shatter reality to empower spellcasting, the seeker of Eldritch Truth is often afflicted with disturbing visions and paranoia as they struggle to keep their grip on reality. This school and its magic manipulation are forbidden in many areas of Erenel as its practice is seen as opening the door for beings that violate the natural laws of the mortal world.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
 

Hematurgy

Considered one of the most nefarious magics in Erenel, Hematurgy draws power from life essence found in the blood of living creatures. Shunned in a similar manner to necromancy, not all Hematurgy wizards are evil, but the forces they manipulate are considered taboo by most.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
 

Kensai

Focusing on the mastery of mind, body, weapon and will, the Kensai tradition is a rare art that requires a combination of mental acumen and physical prowess. The Kensai devote their life to training relentlessly with a signature weapon and master powerful maneuvers enhanced by their arcane might.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.
 

Kinesthetics

Scholars of the School of Kinesthetics believe that both a sound mind and a sound body are necessary to express the purest form of magic. You have learned to harness your might to turn raw strength into arcane might, a talent beyond the capabilities of other schools.
  Kinesthetics 5E Stat Block

Kinesthetics

Wizard Arcane Tradition

Created by Nano  

Combat Training

2nd-level School of Kinesthetics feature   You gain proficiency with light armor, and you gain proficiency with two types of melee weapon of your choice.  

Arcane Body

2nd-level School of Kinesthetics feature   You have tapped into the arcane potential of your body manifesting your magic through strength alone. When casting a spell from the Wizard spell list, you can choose to use your Strength modifier instead of Intelligence.  

Extra Attack

6th-level School of Kinesthetics feature   You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.  

Brawny Magic

10th-level School of Kinesthetics feature   When you cast a spell from the Wizard spell list that deals damage, you can add your Strength modifier to one damage roll of that spell.   Additionally, you can also choose to replace the damage to bludgeoning for the duration of the spell.  

Flex Aegis

14th-level School of Kinesthetics feature   Flexing your muscles to cast magic can now enhance your protection. When you cast an abjuration spell on yourself with a duration of 1 minute or greater, you can use your reaction to gain a bonus to your AC equal to your Strength modifier for the duration of the spell. Once you use this feature, you can’t use it again until you finish a long rest.


Soul Collector

As a member of the school of soul collectors, you've taken an interest in bridging the gap between life after death. By peering into the ethereal plane, you've learned to collect souls from the recently deceased before they can stand Bedoma’s judgment.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.

Surge Master

Described by their peers as reckless and chaotic, Surge Master Wizards crave tethering into the intense and rampant chaos that underlies creations. This raw and wild magic cannot be sculpted in the traditional sense and, while effective, can prove debilitating.   Surge Masters are often found with missing limbs, injuries and scars. Yet the more disfigured the Surge Master appears, the more powerful they tend to be. Unfortunately, the mortality rate for apprentice Surge Masters is high due to the accidents experienced at an early age in their quest for power.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.

Umbra Malady

The void offers power and knowledge, for it touches all places and times, but everything offered comes with a heavy price. Only the desperate or foolish willingly study the unimaginable beings known as the Null. Many who risk their creeping presence seek information to protect Erenel from the otherworldly organisms. Unfortunately, they typically succumb to madness and become the very thing they sought to destroy.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.

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