Scar Caster (5e Subclass)
Scar Caster[edit]
Wizard Subclass
Fresh scars adorn your skin. Arcane in nature they are cut deep, through your flesh to your very soul. A Scar Caster is a Wizard who has chosen to infuse themselves with powerful Arcane runes in order to augment their spell-casting capabilities. Using magic in this way continually re-opens the scar, causing pain to the caster.
Enduring Arcane Expert[edit]
Beginning at 2nd level, you gain proficiency in the Arcana skill. If you are already proficient in Arcana, your proficiency bonus for Arcana is doubled. Due to the nature of Scar Casting you gain proficiency in Constitution saving throws. If you are already proficient in Constitution saving throws, you instead gain advantage on Constitution saving throws.
Scar Casting[edit]
Starting at 2nd level, when you cast a Wizard spell of 1st level or higher, you may choose to cast it through your scars. Spells performed in this way are cast as if one level higher, but reopen your wounds, dealing 2 unmitigated damage to yourself each time this feature is used (this damage cannot be resisted or avoided in any way).
Scar-Storing[edit]
At 6th level, choose a number of 1st level Wizard spells equal to up to your Intelligence modifier (minimum of 1), these spells are always prepared for you. Additionally these spells can be cast as 1st level spells without using a spell slot, but they reopen your wounds, dealing 2 unmitigated damage to yourself. Alternatively, you may cast any of these spells as a 2nd level spell; doing so will deal 4 unmitigated damage to yourself.
Practiced with Pain[edit]
At 10th level, your experiences with pain through Scar Casting grant you immunity to the Frightened and Stunned conditions. Additionally, you have gained a tolerance to the pain caused by your rune scars. You only take half of the damage dealt when you reopen your wounds through any Scar Caster features, rather than the full amount.
Scar Shielding[edit]
Beginning at 14th level, whenever you make a saving throw, you gain a bonus to the saving throw equal to your Constitution modifier (with a minimum bonus of +1). Additionally, you may add half of your Constitution modifier (rounded up) to your AC (this bonus is in addition to any benefit provided by worn armor).
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