Homebrew:School of Reconstruction: Difference between revisions

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{{sidebar|title=Mage Hunter Customs|content1class=left|content1=Mage hunters' concerns switch between eliminating otherworldly threats from their homeland and their original purpose of hunting evil wizards. Any spellcaster looking to abuse or defile the magical weave or practice dark arts such as blood magic and necromancy, are sure to draw the wrath of the order's members.}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Xanathar's Lost Notes to Everything Else]]}}
{{ooc note|This is an implementation of the Mage Hunter subclass from [[Xanathar's Lost Nites to Everything Else]]}}
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{{base class|wizard|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|wizard|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Some societies deem the practice of magical arts as sacred and too dangerous to be taught to any but a worthy few. In order to prevent the weave from being defiled by renegades some institutions regulated the use of magic in their region. Those who tracked and dealt with offending spellcasters were known as mage hunters.
You focus your study on manipulating magic in a way that turns the destructive power of arcane evocation into rejuvenating magic. For others, this gift manifests from faith, a pledge to a patron, or a deity’s behest. Many arcane colleges have unlocked these regenerative powers from tireless hours poring over holy texts and alchemical manuals. While most wizards find outlets as talented enchanters, military artillery, or ward-makers, the students of this school could apply their versatility to any employment in nearly every setting, even that of an adventurer.


With the influx of many new creatures and magics from beyond the Material Plane, mage hunters of today have shifted their focus from regulators to preservers. They strive to hunt down and eliminate magical threats and extraplanar entities, vowing to never allow corrupt and twisted magics from ravaging their homeland.
== Creation Savant ==
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.


Mage hunters can be found in any setting. They're part of many tribal clans in Chult. They can make up some members of the Sen Sithrian in Anchôromé, the Order of High Sorcery in the Dragonlance campaign setting, or amongst the Veiled Alliance in the Dark Sun campaign setting.
Additionally, you learn two cantrips and add one 1st-level spell to your spellbook from the cleric spell list. These spells are wizard spells for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks.


== Arcanist Investigator ==
== Applied Reconstruction ==
When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one simple melee weapon of your choice.
Starting at 2nd level, you can reverse the destructive force of your evocation spells, transforming their power into healing energy. When you cast an evocation spell of 1st level or higher that targets only one creature with an instantaneous duration that doesn’t require concentration, the target creature takes no damage and instead regains a number of hit points equal to half of the total.


You also gain proficiency in the {{perception}} skill if you don't already have it.
If the spell requires you to make an attack roll or requires a creature to make a saving throw, the creature can choose to be hit or fail the saving throw. The spell doesn’t impose any status conditions.


== Counter-Weave ==
Undead and constructs can't regain hit points in this way.
Starting at 2nd level, you can hinder the effectiveness of a creature's magical prowess when you identify them as a magical threat. You can use a bonus action to place the counter-weave on a creature you can see within 30 feet of you, which lasts for 1 minute. It ends early if the creature dies, you die, or you are incapacitated.


Until the counter-weave ends, the following conditions apply:
== Prolonged Regeneration ==
Beginning at 6th level, when you cast a wizard spell that restore hit points, a living creature affected by the spell continues to regenerate over the next 1d4 rounds. The creature regains hit points equal to your Intelligence modifier at the start of its turn, provided it has at least 1 hit point remaining.


* You gain a bonus to saving throws against spells cast by a creature affected by counter-weave equal to your Intelligence modifier (minimum of 1).
Additionally, while a creature is regenerates in this way, it‘s immune to disease and poison. If the creature is currently diseased or poisoned, any effects are suspended for the duration of its regeneration.
* You double your ability score modifier to Wisdom ({{survival}}) skill checks to track your quarry, as well as Intelligence checks to identify or recall information about your target.
* The range of your target's cantrips and spells is reduced by 10 feet or to the range of touch, whichever is greater.
* Your target's Constitution saving throws to maintain concentration on a spell is reduced by your Intelligence modifier (minimum of 1).


You can use this feature twice, after which you regain all expended uses when you finish a short or long rest.
== Blossom of Life ==
Starting at 10th level, you can focus the healing energies around certain pockets within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures take no damage from the spell and suffer no other adverse effects, and instead regain hit points equal to half the damage the spell would have dealt. Undead and constructs can’t regain hit points in this way.


== Hunter's Armament ==
== Overheal ==
At 6th level, you can forge a magical bond with a weapon you have chosen to combat renegade spellcasters and otherworldly beasts. Choose a melee weapon with which you are proficient. Performing the bonding ritual takes 1 hour, which may be done during a short rest. The weapon must be within your reach throughout the ritual.
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that restores hit points, you can maximize the healing power of that spell.


You can't be disarmed of your bonded weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. If you attempt to bond to another weapon, you must break the bond with the first.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 1d12 necrotic damage for each level of the spell, immediately after the healing affect occurs. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.


While your bond exists, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon. The weapon also becomes magical, if it isn't already. At 10th level, your effectiveness with the weapon improves as it gains a bonus of +1 to attack and damage rolls, and then again to a +2 bonus at 14th level.
Additionally, you choose four spells from the cleric spell list to add to your spellbook, one from each of the following levels: 2nd, 3rd, 4th, 5th. These spells are wizard spells for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks.
 
[[category:homebrew wizard subclasses|Reconstruction]]
== Arcane Sanctum ==
At 10th level, you learn the ''[[spell:magic-circle|magic circle]]'' spell. You always have it prepared and it doesn't count toward your total number of prepared spells for the day.
 
You can use an action to cast ''magic circle'' instantly and at a range of self without expending a spell slot.
 
Additionally, when you hit a creature affected by counter-weave, you can instead use your bonus action to cast the spell in the same manner, centered on your target.
 
Once you cast ''magic circle'' using this feature, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
 
== Eyes of the Master ==
At 14th level, you are constantly on the lookout to distinguish the magical from the mundane. You double your proficiency bonus when making an Intelligence ({{arcana}}) check to identify persistent magic, magical items, or the presence of magical and otherworldly creatures.
[[category:homebrew wizard subclasses]]

Latest revision as of 17:28, 26 July 2025

(OOC: This is an implementation of the School of Reconstruction subclass from Xanathar's Lost Notes to Everything Else)

Base Class: Wizard

You focus your study on manipulating magic in a way that turns the destructive power of arcane evocation into rejuvenating magic. For others, this gift manifests from faith, a pledge to a patron, or a deity’s behest. Many arcane colleges have unlocked these regenerative powers from tireless hours poring over holy texts and alchemical manuals. While most wizards find outlets as talented enchanters, military artillery, or ward-makers, the students of this school could apply their versatility to any employment in nearly every setting, even that of an adventurer.

Creation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

Additionally, you learn two cantrips and add one 1st-level spell to your spellbook from the cleric spell list. These spells are wizard spells for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks.

Applied Reconstruction

Starting at 2nd level, you can reverse the destructive force of your evocation spells, transforming their power into healing energy. When you cast an evocation spell of 1st level or higher that targets only one creature with an instantaneous duration that doesn’t require concentration, the target creature takes no damage and instead regains a number of hit points equal to half of the total.

If the spell requires you to make an attack roll or requires a creature to make a saving throw, the creature can choose to be hit or fail the saving throw. The spell doesn’t impose any status conditions.

Undead and constructs can't regain hit points in this way.

Prolonged Regeneration

Beginning at 6th level, when you cast a wizard spell that restore hit points, a living creature affected by the spell continues to regenerate over the next 1d4 rounds. The creature regains hit points equal to your Intelligence modifier at the start of its turn, provided it has at least 1 hit point remaining.

Additionally, while a creature is regenerates in this way, it‘s immune to disease and poison. If the creature is currently diseased or poisoned, any effects are suspended for the duration of its regeneration.

Blossom of Life

Starting at 10th level, you can focus the healing energies around certain pockets within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures take no damage from the spell and suffer no other adverse effects, and instead regain hit points equal to half the damage the spell would have dealt. Undead and constructs can’t regain hit points in this way.

Overheal

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that restores hit points, you can maximize the healing power of that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 1d12 necrotic damage for each level of the spell, immediately after the healing affect occurs. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Additionally, you choose four spells from the cleric spell list to add to your spellbook, one from each of the following levels: 2nd, 3rd, 4th, 5th. These spells are wizard spells for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks.