School of Polygony (5e Subclass)
School of Polygony[edit]
Not to be confused with polygamy/polygyny (plural marriage), Wizards who join the School of Polygony seek mastery of the shapes and devote their time to the study of polygons.
- Polygony Savant
Starting when you select this school at 2nd level, you have advantage on any ability check you make if it relates to polygons. This can include navigating a hexagonal maze, using a triangular item, or convincing someone that polygons are the ultimate form of enlightenment.
However, your study of polygons has taken the place of a normal Wizard routine. Copying a spell into your spellbook uses twice the time and gold pieces it normally would.
- Power of the Polygon
At 2nd level, you can learn the spell Hex, which is short for hexagon. Hex counts as a Wizard spell for you.
As an action, you may expend a spell slot of level 3 or higher, and rather than casting a spell, you can create a special polygonal effect, as described below.
All Power of the Polygon options have a range of 120 feet and have somatic components, because in order to activate them you must make a polygon shape with two free hands. Using this feature also requires concentration (as if you were concentrating on a spell), and if your concentration ends as a result of you taking damage, you gain one level of exhaustion. But don't be discouraged: few mortals can even dream of harnessing the power of geometry and shapes. (You don't gain a level of exhaustion if you, for instance, lose concentration by casting a spell that requires concentration.)
Choose a damage type: Psychic or Necrotic. This type represents the way you channel the geometric power of polygons. All Power of the Polygon options (and the Hex spell) deal damage of this type. You can change to the other damage type when you gain a level in this class.
3rd | You whisper "triangle", and up to 3 creatures that you choose magically hear it. They must make Wisdom saving throws or be stunned, as the triangle is rigid, terrifying, and awe-inspiring. |
4th | You evoke a rhombus (or other quadrilateral) in your hand. Its effects are the same as the spell Shadow Blade, except you can make 4 attacks with it when you use the Attack action, and its damage die is 1d4. |
5th | You create a protective pentagon to surround yourself or one of your allies. While the pentagon surrounds a creature, attack rolls against them have disadvantage, they have advantage on ability checks and saving throws, and their movement does not provoke opportunity attacks.
While this effect is active, you can cast any spell as a bonus action if it targets only the creature being protected. |
6th | You cast Hex at 6th level. You then immediately roll a d6. If you don't roll a 6, you gain the benefits of Action Surge for this turn. Hexagons are the perfect business shape, so they maximize your action economy. |
7th | You create seven heptagons and can place them on the ground wherever you like. Each shape has 7 HP, 7 AC, and each of their ability scores is 7. Their size is Medium, they cannot move or take actions, and they can only be damaged by melee attacks.
You may target up to seven creatures. These targets cannot see past the spaces that these heptagons occupy (except with truesight), and the space they take up is difficult terrain for them. They also must succeed on an Intelligence saving throw or believe that these heptagons are their worst enemies (which, of course, they are). These creatures will not want to attack anything else until all seven heptagons are destroyed. |
8th | You channel the psychic power of polygons to place a stop sign in a creature's mind. The target takes 8d8 damage and must make an Wisdom saving throw. On a success, this effect ends. On a failed save, the target is paralyzed and takes 8d8 damage at the start of each of its turns. The target feels the same way you would if you got pulled over for running a stop sign.
At the end of each of its turns, the target can repeat its Wisdom saving throw, ending this effect on a success. |
9th | You awaken one creature's mind to the truth of polygons. You now can mentally control its movement, actions, and reactions on its turns (without using your action). There is no saving throw to avoid this; in order to resist this effect, a creature must expend 3 uses of legendary resistance.
At your DM's discretion, you can make this effect permanent. You would need to agree on a "price" for doing so (just like for the Wish spell). |
- Help from the Hexagon
At 6th level, you begin to truly learn the way of the hexagon. Casting Hex at 2nd level or higher allows you to target an additional creature for each level above 1st.
When you reach 11th level in this class, you master the art of the hexagon. Casting Hex no longer requires your concentration, unless you cast it using Power of the Polygon.
- Shaman of Shapes
Starting at 10th level, whenever you create a polygon (by casting Prestidigitation, Shape Water, Pyrotechnics, Stoneshape, etc.) anyone who can see the polygon must make a Charisma saving throw. (Any creature that you or your companions are fighting does so with advantage.) Every creature that fails becomes charmed by you until it goes an hour without seeing the polygon you created. The creature(s) know they're being charmed, but are happy to be enlightened by the sight of such pure geometry.
Anyone who succeeds this saving throw must take a long rest before you can attempt to charm them again.
- Pragmatic Polygons
At 14th level, you begin to bend the way of polygons to your will. When you deal damage to a target using Power of the Polygon, your attacks ignore resistance to psychic or necrotic damage.
In addition, losing concentration on a Power of the Polygon option no longer gives you a level of exhaustion.
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