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Arcane Traditions

             The study of wizardry is ancient, stretching back to the earliest   Consume
             mortal discoveries of magic. It is firmly established in the worlds   Starting at 10th level, you can consume the soul within your Soul
             of D&D, with various traditions dedicated to its complex study.  Vial to restore hitpoints to yourself. As an action, you may drink
                 The most common arcane traditions in the multiverse revolve   the contents of the vial, regaining 2d4 hit points for every point of
             around the schools of magic. Wizards through the ages have   that creature’s CR. This feature cannot restore hitpoints to a
             cataloged thousands of spells, grouping them into eight categories   creature other than yourself.
             called schools. In some places, these traditions are literally       Once you use this feature, you can’t use it again until you
             schools; a wizard might study at the School of Illusion while   complete a short or long rest.
             another studies across town at the School of Enchantment. In   Lasting Creation
             other institutions, the schools are more like academic
             departments, with rival faculties competing for students and   Starting at 14th level, the creature created through your Soul
             funding. Even wizards who train apprentices in the solitude of   Reawaken feature lasts for up to 8 hours, and no longer requires
             their own towers use the division of magic into schools as a   concentration to maintain.
             learning device, since the spells of each school require mastery of  School of Hemomancy
             different techniques.
             School of Reawakening                              The School of Hemomancy studies the ancient arcane art of blood
                                                                magic. As you select this tradition, you learn to manipulate your
             As a member of the school of reawakening, you combine the   own life force so that you may manipulate the life force of others.
             forces of necromancy with the power of conjuration. By   As you progress through this school, you learn how to transform
             transforming the necromantic energies of the creatures you kill   that vital energy into a force of immeasurable power, capable of
             into completely new conjurations, you bridge the gap between   defeating even the greatest of foes.
             these two school of magic, creating a hybrid school that combines   Hemomancy Savant
             elements of both Conjuration and Necromancy. As you progress,   Beginning when you select this school at 2nd level, the gold and
             you learn to shape together ever more powerful conjurations.
                                                                time you must spend to copy a spell with the hemomancy tag into
             Conjuration/Necromancy Savant                      your spellbook is halved
             Beginning when you select this school at 2nd level, the time you   Arcane Endurance
             must spend to copy a necromancy or conjuration spell into your   Starting at 2nd level when you choose this school, you only need
             spellbook is halved.
                                                                to sacrifice a fraction of your life force to cast Hemomancy spells.
             Reawaken Soul                                      When you spend hit points to cast a spell with the hemomancy
             At 2nd level, you gain the ability to store the essence of a   tag, you gain a number of temporary hit points equal to half the
             creature’s soul for later use. You gain a Soul Vial, which can be   amount spent on the spell. These temporary hit points last for 1
             used to store the soul of a creature that has a CR less than or equal   minute.
             to 1/3rd your Wizard level. By using a 10 minute ritual on a   Deepen Wound
             creature that has died within the last hour, you can store that   Starting at 6th level, whenever you hit a creature that is below
             creature’s soul in the vial. If there is already a soul within the vial,
                                                                half their hit point maximum with a spell, that creature takes
             then the new soul replaces it.                     additional necrotic damage equal to your intelligence modifier.
                 Once you have a soul contained within your Soul Vial, you can
             release it to reform that creature. The creature has the same   Improved Endurance
             statistics as the creature you gathered the soul from, but it appears   At 10th level, your ability to cast Hemomancy spells is greatly
             slightly translucent and visibly magical. Once formed, the   augmented. When you spend hitpoints to cast a spell with the
             creature lasts for up to 1 hour, and requires your concentration to   hemomancy tag, you now gain temporary hit points equal to the
             maintain. The creature is friendly to you and your companions,   total amount spent.
             and obeys your spoken commands (no action required by you). If
             you don’t issue any commands to them, they defend themselves   Master of Blood
             from hostile creatures, but otherwise take no actions. Once the   Beginning at 14th level, you can choose to expend a number of
             duration ends, the creature’s soul is freed and the vial is emptied.  hit points equal to 6 times the spell’s level to cast a hemomancy
                 Once you form a creature, you can’t do so again until you   spell without using a spell slot. You still need to provide more
             finish a long rest.                                hitpoints in order to empower the spell; using this feature only
             Volatile Soul                                      removes the spell slot requirement.
             Beginning at 6th level, the creatures you create through your
             Reawaken Soul feature can be used as arcane explosives. When
             one of the creatures is reduced to zero hit points, it explodes in a
             burst of necrotic essence.
                Each creature of your choice within a 10 ft radius of the
             exploding creature must make a Dexterity saving throw against
             your spell save DC. On a failed save, a creature takes 2d6
             necrotic damage for every point of that creature’s CR.
             Creatures below CR 1 deal 1d6 necrotic damage.
             On a successful save, a creature takes half damage.




                                                                                           CHAPTER 2 | SUBCLASSES
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