Amelioration (5e Subclass)

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Amelioration[edit]

Ameliorators are wizards who strive to master the practice of personal enhancement, an arcane technique that taps into the latent energy of the arcane, dramatically bolstering their potential. This style of wizardry first came about from abjuration wizards seeking to further utilize other schools of magic, finding the hidden potential in abjuration and transmutation spells, before realizing there is so much more untapped power all around them. Well suited for combat, and seemingly prepared for any ambush or dire situation, ameliorators are a force to be reckoned with as an enemy, but a dependable companion when they can back you up.

Excess Enchantments[edit]

Starting at 2nd level, you extract the residual power from each spell you cast to enhance yourself temporarily. Whenever you expend a spell slot, you gain an effect based on the level of spell slot consumed until 1 minute has elapsed without you expending a spell slot. Effects take place before the triggering spell is cast, and multiple different effects can be active, but not multiple of the same effect.

  • 1st: You gain (10) movement speed.
  • 2nd: You can make (1) melee weapon attack as a bonus action.
  • 3rd: You gain (2) AC.
  • 4th: Damage you take is reduced by (2).
  • 5th: Whenever you cast a spell, add (4) damage to one roll of that spell.
  • 6th: You can restore (4) health to a target within (30) feet of you as a bonus action.
  • 7th: You and allies within (10) feet of you gain a bonus of (1) to their saving throws.
  • 8th: You gain (15) temporary hit points.
  • 9th: You gain a bonus of (1) to your attack rolls and your spell save DC.

At the Ready[edit]

Upon reaching 6th level, you gain a store of magical enhancements that you can swiftly and easily draw upon when in danger. As a part of rolling initiative, you may cast (1) spell that takes no more than one round to cast, targets yourself, and does not affect a creature other than you or an object being worn or carried by someone other than you.

Splendid Enchantments[edit]

Starting at 10th level, double all numerical effects granted by Excess Enchantments and At the Ready. At 18th level, triple the effects instead.

Effortless Concentration[edit]

Beginning at 14th level, your attunement to all manner of enchantments has drastically fortified your concentration. Once per long rest, when you cast a concentration spell, you may choose to make it last the full duration without requiring your concentration. The spell ends early if you choose to end it, you become incapacitated, or you die.

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