Wizard (D&D class)
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Unofficial rules compendium | |
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Rules
- Familiar abilities are based on your hit dice, not level.
Generalist Wizard Options
Domain Wizard
UA 57 - Gain a domain and get an extra prepared spell each level from domain list. No caster level bonus. Lose all bonus feats.
Domain list: Antimagic, Battle, Cold, Conjuration, Divination, Enhancement, Evocation, Fire, Illusion, Necromancy, Storm, Trasmutation.
Specialist Wizard Options
School Master (Any)
Gain: Learn two extra school spells whenever you gain the ability to use a new level of spells. Learn Spell Mastery for all school spells. Lose: No extra school spells per day.
Rapid Summoning (Conjurer)
UA page 60. Gain: Summon Monster spells have a cast time of 1 standard action. Lose: No familiar
Bonus Feat list (Diviner)
UA 60. Gain: may select Alertness, Blind-Fight, Improved Initiative, Lightning Reflexes, and Skill focus (Spot, Listen or Sense Motive only) as wizard bonus feats. Lose: May not select metamagic feats as bonus feats
Social Proficency (Enchanter)
UA 61. Gain: Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive as class skills. Lose: No bonus feats.
Shadow Shaper (Illusionist)
UA 63. Gain: Hide as a class skill. 5th level: add Int bonus to Hide skill. 10th level: +1 save DC on illusion spells. 15th: Hide in plain sight as ranger. 20th: Gain full concealment whenever you would normally get concealment from dim light. Lose: No bonus feats.
Skeletal Minion (Necromancy)
UA 63. Gain: Skeletal minion that advances in ability. Lose: No familiar
Spell Versatility (Transmuter)
UA 64. Gain: At levels 1, 5, 10, 15, 20 you get to select one wizard spell and treat this spell as a transformation spell. Lose: No bonus feats.