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School of Anuramancy

Wizard Subclass   Contrary to popular belief, Anuramancy is not the study of magical frogs; or at least it's not completely that. The School of Anuramancy is an old and proud school where students are taught to reserve their magical power into pre-made containers for them to draw upon later to help them cast their spells. These containers, known as "frogs", are typically made of natural materials, but can take many different forms. Some students prefer their vessels to consist of solely of natural gemstones, while others fashion wood and clay into sculptures of either tiny humanoids or animals. Anuramancers, unlike other schools, typically don't constrain themselves to a specific field of magic, but instead attempt to broaden their knowledge as wide as possible, using spells from various fields as necessary.  

Homebrew

School of Anuramancy

Contrary to popular belief, Anuramancy is not the study of magical frogs; or at least it's not completely that. The School of Anuramancy is an old and proud school where students are taught to reserve their magical power into pre-made containers for them to draw upon later to help them cast their spells. These containers, known as "frogs", are typically made of natural materials, but can take many different forms. Some students prefer their vessels to consist of solely of natural gemstones, while others fashion wood and clay into sculptures of either tiny humanoids or animals. Anuramancers, unlike other schools, typically don't constrain themselves to a specific field of magic, but instead attempt to broaden their knowledge as wide as possible, using spells from various fields as necessary.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:

Conjuring Frogs

Starting at level 2, you can start to imbue your magical energies into premade containers, known as "frogs". These frogs are typically made of natural materials (wood, clay, gems, etc), but can be formed into any shape. Due to the presence of the magic contained, the frogs can appear to be alive, whereas they move slightly. Frogs do not have sentience and cannot fight or act on their own.   By spending an hour uninterrupted with the natural material, you can create a number of frogs up to a maximum equal to your Wizard level. This ritual ability can only be used once between each long rest. These frogs do not take effort to maintain, and will remain until the wizard becomes unconscious, the frog becomes magically severed from them using an antimagic field or similar, or if they become separated by more than 10 ft.  

Basic Anuramancy

Starting at level 2, as a bonus action during each of your turns, you can augment your spells by drawing upon the stored power in your frogs, thereby destroying them. You can augment them using the following options.   Greater: You can destroy some of your frogs to cast a spell using a higher level spell slot. This augmentation still expends the normal spell slot, but you may upgrade the spell slot by destroying a number of equal frogs to the upgraded spell slot level. This must be done consecutively (i.e. if upgrading a spell from 3rd to 5th level, you must destroy 4 and 5 frogs, for a total of 9). You cannot use this ability to cast a spell at a spell level greater than what you may normally cast. This ability can not be used to cast spells greater than 6th level.   Lesser: You can destroy some of your frogs to recover some of your magical energy. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to half the number of frogs destroyed, and none of the slots can be 6th level or higher. For example, if you destroy 4 frogs, you can recover up to two levels worth of spell slots, you can recover either a 2nd-level spell slot or two 1st-level spell slots. This ability can be used simultaneously with Arcane Recovery, but using both Lesser Anuramancy and Arcane Recovery does not stack.   "Destroying" a frog for additional class abilities does not necessarily constitute the destruction of the natural material used to create it. Whereas softer material, such as clay or wood, may decay after each use, harder materials, such as stone or gemstones, may be able to be re-used as frogs after being consumed.  

Remote Casting

Starting at level 6, the range that frogs can travel away from you increases to 30 ft.   When casting a spell, you can choose to cast it using one of your frogs. The spell is then cast from the frogs location, and the frog is destroyed.  

Master of Frogs

At level 10, choose one of the two following options:   Improved Frogs: The range your frogs can be separated from you is increased to 100 ft, and you are now telepathically linked to your frogs. Once on each of your turns as a bonus action, you can mentally command one frog to move up to 15 feet and perform a simple action, including attacking an enemy or interacting with an object. As an action, you can either see and hear through one of your frogs or hear through a number of frogs equal to your Intelligence modifier until the start of your next turn. During this time, you are deaf and blind with regard to your own sense which you are currently perceiving through the frog. While perceiving through your frogs' senses, you can also speak through them in your own voice.   Each frog has the following stats.  

Homebrew

Anuramancy Frog

Tiny construct, any
Armor Class: 11
Hit Points: 3x Wizard Level
Speed: 20 ft , fly: 20 ft

STR

-5

DEX

-5

CON

-5

INT

-5

WIS

-5

CHA

-5

Skills: Perception +1, Stealth +3
Senses: Darkvision 30 ft.
Challenge Rating: 0

Mana Construct: Anuramancy Frogs do not need to eat or sleep.

Actions

Melee Attack: +3 to hit, reach 10 ft., one target. Hit: 3 (1d4) bludgeoning damage.

  Improved Spellcasting: You can expend your frogs to help you with your casting. When casting a spell which requires either a roll to hit or to cause damage, you can destroy any number of frogs to increase either your roll to hit by 1 or the damage by 2 for each frog destroyed. The use of this feature must be declared prior to rolling.  

Mana Reserve

Starting at level 14, you can now expend spell slots to generate a number of frogs equal to a third of the spell slot's level, rounded down (minimum 1 per spell slot). These additional frogs do not count towards your maximum number of frogs.
subclass options:
2300Conjuring Frogs, Basic Anuramancy
614,000Remote Casting
1064,000Master of Frogs
14140,000Mana Reserve

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