7/2/2023 0 Comments Time wizardYou have a timeless body and you do not age from the age of 20. Additionally, you’re not dead nor alive, you recover any body part which you lost and any scar disappears when you finish a long rest. Your eyes protect your mind, you have advantage on saving throws against being charmed and resistance to psychic damage.Īt 9th level your blindsight increases to 20ft and you gain truesight out to a range of 10ft. If you already had darkvision increase the range by an additional 30ft. Starting at 2nd level, You have gained Blind sight out to a range of 10 feet and have a range of 60ft darkvision. As normal, you can't increase an ability score above 20 using this feature. When you reach the 4th, 8th, 12th, 16th, and 19th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. The damage and radius of this cantrip rises with level as shown on the table above Choose a point within 120ft, every creature within a 5ft radius of that point must make a strength saving throw or take 1d8(2d8 at 5th 3d8 at 11th and 4d8 at 17th) force damage and be pushed 10ft in a direction of your choice Starting at 1st level, You are granted a special cantrip that allows the user to emit a blast of magnetic energy. Spell attack modifier: your proficiency bonus + your Intelligence modifier. Spell save DC:8 + your proficiency bonus + your Intelligence modifier. ![]() Intelligence is your spellcasting abilities for your Space-time Wizard spells, so you use your intelligence whenever a spell refers to your spellcasting ability and throw DC for a Spatiomancer spell you cast and Intelligence when making an attack roll with one. You can use one spell and one cantrip per turn. When you reach a new level, you can replace one spell of your spell list with other. You regain all expended Energy Points when you finish a long rest. To cast one of your spells you must expend Energy Points. The table also shows what the level of the spells which you can choose Also shows how much Energy Points you use for your spell by each level. The Spatiomancer table shows how many Energy Points you have. ![]() Also, you can use your eyes as an arcane focus. This allows you to cast spells, see the spell list of the space-time wizard later. You have access to an innate control over time and space that grows as you increase your power. ( a) A dungeoneer's pack or ( b) An explorer's pack.You start with the following equipment, in addition to the equipment granted by your background: Tools: Medicine Kit or Alchemy kit Saving Throws: Intelligence and Constitution Skills: Choose three from Arcana, History, Insight, Insight, Perception and Investigation. Hit Dice: 1d6 per Spatiomancer level Hit Points at 1st Level: 1d6 + Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Spatiomancer level after 1stĪrmor: Light Armor Weapons: Simple Melee Weapons, Martial Ranged Weapons. Second, choose the Sage background.Īs a Spatiomancer you gain the following class features. First, intelligence should be your highest ability score, followed by Constitution. You can make a Spatiomancer quickly by following these suggestions. Also think about how people reacted to his different power and eyes. If not, think about how such power was hidden from your character and how he reacted when he discovered it. Think if your character always knew he had this power, and if so, how he used or avoided using it. They are born with a mark, a symbol in their eyes instead of the pupil, being things like the drawing of a clock for exemple. In addition, your eyes are your source of power, each representing the control over a property, that is, one represents time and the other the space. Although they have little HP, they can be considered tough characters because of their great abjuration. This magic is designed to gain control of the battlefield, made to prevent enemies from reaching you. They have the ability to cast lots of spells before they get tired. They have been blessed by some entity capable of performing their deeds and now possess one of the most dangerous types of spells.
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