Page 142 - D&D - Player's Handbook
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hours. An undead is also immune to this effect for 24   of madness brought on by delving too deeply into arcane
         hours if you target it with an attack or a harmful spell.   lore, but they never say it too loudly anywhere a wizard
                                                           might overhear.
         DEFY DEATH                                          The greatest wizards of the Realms find means of
         Starting at 6th level, you can give yourself vitality when   extending their lives far beyond the span of any race
         you cheat death or when you help someone else cheat it.   except the elves. Archwizards may be centuries old, hav-
         You can regain hit points equal to ld8 +your Constitu-  ing seen civilizations rise and fall across Faerun. Other
         tion modifier (minimum of 1 hit point) when you succeed   wizards seeking this longevity turn to lichdom, dwelling
         on a death saving throw or when you stabilize a creature   in isolated tombs and strongholds as they withdraw
         with spare the dying.                             from the world in body as well as mind.
           Once you use this feature, you can't use it again until
         you finish a long rest.
                                                           WIZARDLY GROUPS
         UNDYING NATURE                                    Many wizardly groups exist in the Forgotten Realms,
         Beginning at 10th level, you can hold your breath in-  but two, in particular, stand out.
         definitely, and you don't require food, water, or sleep,
         although you still require rest to reduce exhaustion and
         still benefit from finishing short and long rests.
           In addition, you age at a slower rate. For every 10
         years that pass, your body ages only 1 year, and you are
         immune to being magically aged.
         INDESTRUCTIBLE LIFE
         When you reach 14th level, you partake of some of the
         true secrets of the Undying. On your turn, you can use
         a bonus action to regain hit points equal to ld8 +your
         warlock level. Additionally, if you put a severed body
         part of yours back in place when you use this feature,
         the part reattaches.
           Once you use this feature, you can't use it again until
         you finish a short or long rest.

         WIZARDS

         THE FIRST HILT PARRIED A CLUMSY AXE SWING AND
         caught the rhythm of the wizard's spell. It was one with
         which he was wellfamiliar. Using his free hand, the
         bladesinger mirrored his opponent's casting then sent his
         considerable power out to surround the overmatched
         wizard, binding it to himself. Argent energy flew from the
         human's outstretched hand on(y to fizzle into nothingness
         as the bladesinger quenched the spell.
                         - Keith Francis Strohm, Bladesinger

         Scholars and practitioners of what they call "the Art"
         (see chapter 1 for details), wizards are the most disci-
         plined spellcasters in the Forgotten Realms. They need
         to be, as their powers come from years of careful study
         and practice. Some wizards apprentice and study with
         an experienced master, while others attend formal acad-
         emies or universities of wizardry, such as those in Ever-
         meet or Halruaa, or in the great cities of the North like
         Waterdeep or Silverymoon.
           With the intensity of their study and practice, wizards
         tend to become increasingly solitary as they advance in
         their Art, having fewer peers with whom they can share
         their insights, if they choose to share them with anyone
         at all. Thus great wizards often take up residence in iso-
         lated towers or strongholds, exhibiting ever more eccen-
         tric behavior as time goes on. Some say this is a mark


         CHAPTER 4  I CLASSES
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