School of Unbroken Will (5e Subclass)

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School of Unbroken Will[edit]

Wizard Subclass

Arcane Trance

Beginning at 2nd level, you have learned how to enter an altered form of consciousness that grants focus and enhanced magical knowledge, known as your Arcane Trance.

You can use a bonus action to enter your Arcane Trance, which lasts for 10 minutes. It ends early if you are incapacitated, though you can dismiss your Arcane Trance at any time you choose (no action required).

While in your Arcane Trance, you gain the following benefits:

  • You can add your Intelligence modifier to saving throws and AC.
  • You have advantage on Intelligence checks.
  • Once per Arcane Trance, you can cast any spell in your spellbook, even if you don't have it prepared. You write out a sigil as part of casting this spell, and you cast it without any verbal or material components that do not have a GP cost, though the casting time of the spell remains the same. Once you have cast a spell in this way, your Arcane Trance ends.

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest

Unbound Mind

By 6th level, your ability to force the weave into forming desired magical effects extends beyond the structures of normal wizardry. At the end of a long rest, choose a number of spells of 1st level or higher from any class equal to your proficiency bonus. The spells you choose must be of a level you can cast. The chosen spells count as wizard spells for you, are considered prepared until you finish your next long rest or until you cast the spell, and do not count toward the total number of spells that you can prepare. You can cast each spell once using a wizard spell slot of the spell's level or higher. You cast it without any verbal or material components. If the material components for the spell you cast requires a material component which has a gold value, you must provide the material component.

At the end of a long rest, you may change the spells prepared with this feature.

Complete Focus

At 10th level, your ability to focus allows you to better ignore hindrances from the outside world. You are immune to being charmed, frightened, and magic that allows other creatures to read your thoughts, creatures cannot telepathically communicate with you unless you allow it, and you have resistance to psychic damage.

Perfect Concentration

By 14th level, you have finally grasped the art of achieving complete mental mastery. While in your Arcane Trance, your concentration can't be broken as a result of taking damage less than or equal to twice your wizard level, and you may maintain concentration on two spells at a time.

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