5e:Nightstalker/Wizard

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School of Nightstalkers is a arcane tradition of the Wizard class.

School of Nightstalkers

Your Arcane knowledge is bent toward confronting, nullifying, or eliminating creatures of enmity. This tradition is ancient, perhaps even predating the formalized classifying magic into the formal categories (abjuration, conjuration, etc.)
School of Nightstalkers Features

Wizard Level Features  
2nd Enmity, Esoteric Knowledge, Nightstalker Magic 
6th ____ 
10th Iron Resolve, Turn Creatures of Enmity 
14th ____

 

Enmity

2nd level School of Nightstalkers feature.
You have enmity with a certain type of creature. Choose one of the following types: aberrations, celestials, constructs, dragons, fey, fiend, shapechanger, or undead. These are creatures of enmity.

You also learn to speak, read, and write one of the following languages: Abyssal, Celestial, Deep Speech, Draconic, Infernal, or Sylvan.
You may gain enmity with an additional type every 5th level hereafter (7th, 12th, and 17th). You do not gain an additional language at these levels from this feature. 

Esoteric Knowledge

2nd level School of Nightstalkers feature.
Your esoteric knowledge grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity

Nightstalker Magic

2nd level School of Nightstalkers feature.
You learn an additional spells when you reach certain levels in this class, as shown in the Nightstalker Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of ranger spells you know.
Nightstalker Spells

Wizard Level Spells  
1st spell name [1], spell name [1] 
3rd spell name [1] 
5th spell name [1] 
7th spell name [1] 
9th spell name [1]
 

____

6th level School of Nightstalkers feature.
You... 

Iron Resolve.

10th level School of Nightstalkers feature.
You gain proficiency in Charisma saving throws

Turn Creatures of Enmity

10th level School of Nightstalkers feature.
You gain the ability to turn creatures of enmity. As an action, you present your holy symbol or item that is a bane to the creature (wolf's bane, cold iron, silver, etc.) and verbally censure the creature of enmity. Each creature of enmity that can see or hear you within 30 feet of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). If the creature fails its saving throw, it is turned. This lasts for 1 minute, or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the dodge action.

Once a nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest. 

____

14th level School of Nightstalkers feature.
You...

Sources and Notes


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