Izzet Apprentice (4e Theme)

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Izzet Experimenter

Members of the Izzet League are obsessive experimenters, combining a keen creative intellect with a short attention span. Sometimes their experiments yield useful technological advancements; other times they produce unintended spatial rifts, arcane portals, or huge explosions. The methodology of the Izzet relies on unexpected outcomes: all results are informative, even if they completely defy expectations. As an Izzet Experimenter, you are obsessed with how things work and your increasingly far-fetched experiments only manage to satisfy that insatiable curiosity. A common philosophy within the Izzet is: "Keep adding energy until something blows up, then observe the results."

Building

The Izzet League houses good, evil and neutral characters but most (if not all) generally always lean towards a chaotic nature as opposed to a lawful one.

Class Prerequisites

None. Classes that tend towards the Izzet League usually prefer the arcane; such as: Sorcerers, Wizards, Psions and Warlocks. It is rare to find characters that derive their power from the Martial, Primal or Divine sources.

Race Prerequisites

None. The prominent races that find refuge within the League are usually Humans, Gnomes, Tinker Gnomes, Sverfneblin (Deep Gnomes), and Goblins. The Izzet League is accepting of all creeds and races if the individual in question shows promise or high intellect.


Associated Skill: None.

Starting Feature

As a member of the Izzet League, you have been equipped with a gadget that attempts to exploit the chaos of the arcana that pervades the world around you.

Benefit

You gain the Arcano-Flux Focusing Capacitor power.

Arcano-Flux Focusing Capacitor Izzet Experimenter Utility 1
It appears to be a metal cube with a big red button. On it is labelled: "RESULTS MAY VARY. USE AT YOUR DISCRETION"
Encounter Star.gif Arcane
Free Action Personal
Trigger: You spend an action point to make an attack
Prerequisite: You must have your Arcano-Flux Focusing Capacitor gadget on your person.
Effect: After the attack is resolved, roll a D6 to determine what the gadgets effect is.

1: You are turned into a chicken (save ends). While you are a chicken you grant combat advantage and can only take a movement action during your turn.

2: You take 5 lightning damage. This damage cannot be reduced in any way.

3: You gain a +2 power bonus to your speed before the end of your next turn.

4: You gain a +2 power bonus to your next saving throw before the end of the encounter.

5: You gain a +2 power bonus to your next attack roll before the end of your next turn.

6: You gain a +4 power bonus to your next damage roll before the end of your next turn.

Additional Features

Level 5 Feature

One must understand both nature and the arcane in order to manipulate chaos.

Benefit

You gain a +2 power bonus to Nature and Arcana checks.

Level 10 Feature

You have survived many experiments gone wrong. Through your failures (and your successes), you have become more knowledgeable and a little more resilient.

Benefit

You gain a +1 power bonus to Fortitude. Your power bonus to Nature and Arcana checks from this theme increases to +4.

Optional Powers

Zap! Izzet Experimenter Utility 2
"Did it work?" "No..." "Try again!"
Encounter Star.gif Arcane
No Action Personal
Trigger: You miss with an attack.
Effect: Reroll the attack roll. If you hit, the target takes an additional 5 lightning damage. If both rolls miss, you take 10 lightning damage. The damage you take from this power cannot be reduced in any way.



Surge of Brilliance Izzet Experimenter Utility 6
"Yes...YES! Write that down!"
Encounter Star.gif Arcane
Immediate Interrupt Personal
Trigger: You would spend a healing surge
Requirement: You must have at least 1 surge remaining.
Effect: You spend a healing surge, but regain no hit points. Instead, you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls until the end of your next turn.



ULTIMATE POWER! Izzet Experimenter Utility 10
Power comes at a price.
Daily Star.gif Arcane
Minor Action Personal
Effect: Until the end of the encounter, if you would make an attack roll, you roll twice. If both rolls miss, you take 20 lightning damage. The damage you take from this power cannot be reduced in any way. You can end this effect as a minor action.



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