School of Simplicity (5e Subclass)

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School of simplicity[edit]

Practitioners of the school of simplicity curiously (and ironically) dedicate themselves to a special understanding, study and improvement of lower forms of magic in stark contrast to The lofty aspirations of most mages. Recognizing and emphasizing the importance of fundamentals and the flexibility afforded to those well versed in tricks of lesser but inexhaustible power, wizards of the school of simplicity seek to maximize the usefulness and strength of basic spells that other scholars of the arts would normally reject or disregard by employing cantrips to great effect, whether in mundane life or in the midst of adventure.

Fundamentals School[edit]

2nd-level School of Simplicity feature

You learn four cantrips of your choice from any spell list, these cantrips are considered wizard cantrips for you. You can learn tricks after watching them being used or from scrolls, it takes 10 minutes to memorize the trick, it can only be used once per long rest, if you don't memorize the trick before a long rest you must review the trick.

Awesomeness in basics[edit]

2nd-level School of Simplicity feature

Your focus on using cantrips allows you to cast a cantrip quickly and versatilely, you can use cantrips as a bonus action, as well as maintain concentration on a cantrip and a spell at the same time. Also, you don't need any actions to undo a cantrip or spell, and your cantrips don't require components or focus to use.

Practice makes perfect[edit]

6nd-level School of Simplicity feature

well-practiced spells and cantrips benefit from your considerable experience, honed to the brink of perfection. You can choose a number of 1st-level spells up to half your proficiency bonus (minimum 1) to turn into cantrips, spells converted this way don't benefit from "Basic Grandiosity". In addition, your common cantrips gain the following traits. • If the cantrip has a range other than itself, you can double your reach. If your range is touch, it becomes 10 feet.

• If the trick has a duration of at least 1 minute, you can choose to double its duration to one maximum of 24 hours or increase its duration to 1 hour.

• Cantrip targets have disadvantage on saving throws made against him, and you have advantage on the next turn. attack roll made with it until the start of your next turn.

Forgotten Gradiosity[edit]

10nd-level School of Simplicity feature

You learn to twist your cantrips to become more powerful than any mage ever dreamed, your cantrips gain new benefits. Your damage tricks deal 2 additional dice of damage and can have their damage type changed. Double your proficiency bonus on saving throws for all your cantrips. You can use spell slots to empower your damage cantrips, doubling the amount of damage dice. You can keep your cheats indefinitely.

Master of Fundamentals[edit]

14nd-level School of Simplicity feature

You learn to convert spells into simpler forms, you can turn 1 2nd-level spell into a cantrip Additionally, you can cast your spells 1 slot smaller than they normally would, but they do not lose effect, the same goes for your upgrades with higher slots, you can do this a number of times equal to your Intelligence modifier.

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