Eternal War School (5e Subclass)

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Eternal War School[edit]

Wizard Subclass

Wizards from the "Eternal War" School focus in combining martial prowess with arcane magic, enabling wizards to become formidable combatants on the battlefield. They harness the power of the world's plot, delve into different schools of magic, and execute devastating attacks with a seamless blend of weapon strikes and spellcasting.

Magic Triad

Starting at 2nd level, your unique magical understanding allows you to learn spells from clerics, wizards, and druids. Whenever you gain a wizard level, you can choose to exchange one wizard spell you know for a spell from another class's spell list: cleric, wizard, or druid.

However, acquiring spells from other classes comes at a cost. You must pay a gold cost equal to 100 gold pieces multiplied by the spell's level to learn a spell from your own class. For spells from other classes, this cost is doubled to 200 gold pieces multiplied by the spell's level. This represents the difficulty and effort required to grasp the intricacies of magic outside your primary school.

Martial Preparation Starting at 2nd level, you become proficient with light and medium armor and martial weapons. This allows you to effectively utilize a wide range of weaponry and wear any type of armor without penalty.

Hymn of War

Starting at 2nd level, you can invoke the Hymn of War using your bonus action. This powerful chant grants you extraordinary strength for 1 minute.

  • You add your Intelligence modifier to your AC, instead of Dexterity, while wearing light or medium armor.
  • You gain proficiency with Shields.
  • You can use your Intelligence modifier instead of your Strength or Dexterity modifier for attack rolls and damage rolls with weapons.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses on a long rest.

Extra Attack

Starting at 6th level, when you take the Attack action on your turn, you can make an additional weapon attack as part of that action.

Equivalent Exchange

At 10th level, you learn two ways to manipulate the flow of magic in your favor.

Regenerative Channel: As an action, you can expend a spell slot of any level to regain hit points equal to 10 multiplied by the level of the expended spell slot.
Spell Recovery: As an action, you can spend up to 6 hit dice, to regain a spell slot equal to half the amount of dice spent.
True Magic Combat

At 14th level, you have mastered the art of seamlessly blending weapon strikes and spellcasting. Whenever you take the Attack action and make an attack with your weapon, you can use your bonus action to cast a spell of 5th-level or lower that requires an Action to be cast.

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