Wizzrobe
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Classes→ Researcher→ Wizzrobe
This page or section is incomplete, and will eventually be expanded with more information. While mechanically complete, the current flavor and description are unsatisfactory. |
Contents
Wizzrobe is one of several possible Schools of Research you can gain at the 2nd level of the researcher class.
Your school affects which spells you can learn as a researcher. Your school also grants features at 2nd, 6th, 10th, 14th, 18th, and 20th levels. See Researcher#Wizzrobe for an integrated list that combines technomancer features with those of the base researcher class.
A wizzrobe is one who delves into the depths of the most destructive magic; one who cares for little other than the utter obliteration of her foes at the tendrils of fire, frost, or lightning. The deeper one dives into this school, or so they say, the less empathy and sanity remains inside you. Indeed, the very term "wizzrobe" has become so attributed to the wanton destruction that few hylians even realize not all wizzrobes are literally evil monsters.
As the name suggests, a wizzrobe often wears a robe with a hood or other headgear that conceals its face. This is most often done to conceal the wizzrobe’s identity, due to the negative connotation wizzrobes as a whole have received. Some wizzrobes choose to wear hooded robes out of tradition rather than shame, and others still eschew these garments altogether.
Magic Points
At 2nd level, and every researcher level you gain after this, your magic points increase by 5.
School Proficiencies
At 2nd level, you gain proficiency in the Arcana skill. If you are already proficient, you may instead gain proficiency in one skill from Animal Handling, Engineering, History, Medicine, Nature, and Religion.
You also learn to read, write, and speak one language from Blin, Stal, or Twilit.
Elemental Affinity
Most wizzrobes specialize in casting a specific type of damaging magic. At 2nd level, choose cold, fire, or lightning.
If you make any spell attack roll that deals damage of your chosen type, you add a d4 bonus die to the attack roll.
If you cast a spell that deals damage of your chosen type, add 2 to the spell save DC.
You gain resistance to your chosen damage type. If you otherwise have resistance, you also gain advantage on all saving throws to mitigate or avoid damage of that type.
Depending on your choice, however, you also gain vulnerability to a certain type of damage:
- Cold: You have fire vulnerability.
- Fire: You have cold vulnerability.
- Lightning: You have thunder vulnerability.
Wizzwarp
At 6th level, you learn the warping step spell. If you already know this spell, you instead learn another 2-point wizzrobe spell you would otherwise be able to learn. This new spell does not count against your Spells Known.
Starting from 6th level, when you cast warping step, you can cast it with 0 magic points. Overpowering this spell costs 1 additional magic point, as normal.
Blast Magic
At 10th level, your raw magic power to blast apart enemies comes into its own.
Whenever you cast a researcher spell with a duration of "Instantaneous" that deals damage of a type matching your Affinity, add your Intelligence modifier to one damage roll of the spell. This spell ignores damage resistance.
Elemental Paragon
At 14th level, you become immune to the damage type you chose for your Affinity.
Weather Permeation
At 14th level, your raw elemental power is so great it affects the climate in your immediate vicinity. The effect depends on the damage type you chose for Elemental Affinity.
- Cold: The temperature within a 200-foot radius of you plummets drastically, to the point of extreme cold. You can choose to mitigate this effect up to normal temperatures. Any creature you mentally designate is shielded from this cold.
- Fire: The temperature within a 200-foot radius of you raises drastically, to the point of extreme heat. You can choose to decrease this effect down to normal temperatures. Any creature you mentally designate is shielded from this heat.
- Lightning: A small rain cloud about 200 feet across forms over you low in the sky, but only slightly lower than the naturally occurring sky. This rain cloud provides constant shade for the vicinity in which you walk, and endlessly pours light rain at your will. It will not follow you indoors but instead flies overhead in whatever structure you enter. You can choose to mitigate the cloud entirely, or to provide pockets of sunlight through as you mentally designate.
You can choose to suppress this feature at will, and it ends automatically if you fall unconscious. The effect is gradual, taking 1 minute to form or dissipate.
Piercing Magic
At 18th level, your magic overwhelms defenses both canny and uncanny. Any spell you cast ignores damage resistance. If a creature would be immune to the damage from one of your spells, it instead takes half the spell's damage.
Master Wizzrobe
At 20th level, you ascend to a true master of elemental magic, gaining several benefits:
- You become immune to cold, fire, and lightning damage.
- You add a d4 bonus die to all spell attack rolls you make.
- Your spell save DC for all spells increases by 2, not just those affected by your Affinity.
- You add your Intelligence modifier to one damage roll of every spell you cast, not just one affected by your Affinity.
- You have advantage on all Intelligence (Arcana) checks and Charisma (Intimidation) checks.
- Whenever you finish a short rest, you can choose a new type of Weather Permeation from among cold, fire, and lightning.
Wizzrobe Spells
Name | MP | Lv | School | Summary |
---|---|---|---|---|
Air Slash | 0 | transmutation | You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll. | |
Antimagic Field | 11 | 8th | abjuration | A 10-foot radius sphere around you suspends or dispels all magic effects within it. |
Blast Bolt | 0 | evocation | You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back. | |
Blizzard | 11 | 8th | evocation | A roar of wind and pelting snow tears through an area 120 feet wide; limit movement, diminish senses, deal cold damage. |
Bombos | 11 | 8th | evocation | You send out a wave of flame that circles out from you in a spiral, followed by a series of thunderous explosions. |
Breath of Dinraal | 5 | 3rd | evocation | A vortex of flames swirls forth from mouth or hands, igniting creatures in a 20-foot cone originating from you. |
Breath of Naydra | 6 | 4th | evocation | A blast of freezing breath assails a 10-foot cone in front of you, potentially freezing your enemies solid. |
Call Lightning | 5 | 3rd | evocation | You call down a bolt of lightning to deal damage, and can do so every turn for up to 10 minutes. |
Candle | 0 | evocation | Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches. | |
Chain Lightning | 9 | 6th | evocation | Create a bolt of lightning that arcs toward a target of your choice that you can see within range. |
Chromatic Burst | 0 | evocation | You evoke a burst of elemental energy, potentially damaging several creatures at once. | |
Cloudkill | 7 | 5th | conjuration | Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it. |
Conjure Chilfos | 5 | 3rd | conjuration | Summon one or more chilfos, icy humanoid-shaped creatures, to obey your commands. |
Control Weather | 11 | 8th | transmutation | You take control of the weather within 5 miles of you for the duration. |
Cooling Aura | 9 | 6th | abjuration | Provide resistance to cold damage in an aura around you for 8 hours. |
Counterspell | 5 | 3rd | abjuration | You attempt to interrupt a creature in the process of casting a spell. |
Craft Rod | 2 | 1st | transmutation | You create a fire rod, ice rod, or lightning rod. |
Cryonis | 0 | evocation | Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice. | |
Darkness | 3 | 2nd | evocation | Create magical darkness out to a radius of 15 feet for 10 minutes or longer. |
Darunia's Explosive Boulder | 11 | 8th | conjuration | You summon a huge, explosive rock and hurl in a straight line. |
Delayed Blast Fireball | 10 | 7th | evocation | Create a fiery explosion that detonates either immediately or builds to an even greater explosion over a minute. |
Delayed Flying Object | 6 | 4th | transmutation | |
Detect Magic | 2 | 1st | divination | Sense the presence of magic within 30 feet of you. |
Dimension Door | 6 | 4th | conjuration | You teleport yourself and up to one other creature up to 500 feet away to a point you specify. |
Din's Fire | 7 | 5th | evocation | A sphere of flame arises around you that rapidly expands outward, engulfing your enemies. |
Din's Fist | 13 | 9th | evocation | Call down a ball of fire from the heavens to deal immense damage to creatures and structures in a 40-foot radius. |
Disguise Self | 2 | 1st | illusion | Cause yourself to appear different for the duration. |
Dispel Magic | 5 | 3rd | abjuration | You attempt to end a spell effect in range. |
Earthquake | 11 | 8th | evocation | For the duration, an intense tremor rips through a region of ground you specify, shaking creatures and structures atop it. |
Eldin Smog | 9 | 6th | conjuration | Conjure a cloud of fiery smoke that deals damage and blinds creatures. |
Electric Wreath | 8 | 5th | evocation | A creature is wreathed in magnetizing lightning bolts that wrap around its body. |
Electrified Terrain | 6 | 4th | evocation | A 20-foot square of ground becomes electrified, becoming difficult terrain and dealing lightning damage. |
Elemental Barrier | 3 | 2nd | abjuration | |
Ember | 0 | evocation | A grounded creature within 20 feet of you must succeed on a Constitution saving throw or take 1d6 fire damage and be ignited for 1 minute. | |
Ember Aura | 9 | 6th | abjuration | Provide resistance to cold damage in an aura around you for 8 hours. |
Ether | 12 | 8th | evocation | The sky's power sweeps down to strike all creatures in a 60-foot radius cylinder centered on you. |
Feather Fall | 2 | 1st | transmutation | Your reaction safely slows the descent for up to five creatures within 60 feet of you. |
Fire Bolt | 0 | evocation | You hurl a mote of fire at a creature or object within range. | |
Fire Shield | 6 | 4th | evocation | For 10 minutes, a shield of hot or cold flames surround you, providing light and damaging those who hit you. |
Fire Storm | 10 | 7th | evocation | A storm made up of sheets of roaring flame appears in a location you choose within range. |
Fireball | 5 | 3rd | evocation | You erupt an explosion of flame to damage creatures in a large sphere up to 150 feet away from you. |
Flame Choke | 2 | 1st | evocation | Your touch engulfs a creature in a burst of flames and knocks it prone. |
Flame Vortex | 2 | 1st | evocation | A cyclone of fire travels from you in a 30-foot line, dealing fire damage and igniting creatures. |
Flash Freeze | 8 | 5th | evocation | Creatures in a 20-foot cube take cold damage and may be petrified for up to 1 minute. |
Fly | 5 | 3rd | transmutation | A willing creature you touch gains a flying speed of 60 feet for the duration. |
Flying Object | 1 | 1st | transmutation | A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path. |
Fog Cloud | 2 | 1st | conjuration | You create a sphere of fog within range. |
Freezing Sphere | 9 | 6th | evocation | A 60-foot-radius sphere explodes with cold energy, dealing immense cold damage and freez |
Frost Bolt | 0 | evocation | Your ranged spell attack deals 1d6 cold damage and imposes disadvantage on the first attack roll the target makes. | |
Frostnip | 0 | transmutation | A creature within 30 feet must succeed on a Constitution save or take 1d8 cold damage, or 1d12 cold damage if it is missing heart points. | |
Glacier Crash | 2 | 1st | evocation | You drop a huge chunk of ice, shattering on a creature and dealing up to 2d12 damage to it. |
Grease | 2 | 1st | conjuration | Slick grease covers a patch of ground, potentially knocking creatures prone. |
Greater Invisibility | 6 | 4th | illusion | A creature you touch becomes invisible for 1 minute. |
Gust of Wind | 3 | 2nd | evocation | You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute. |
Hand of Nayru | 13 | 9th | evocation | |
Hot Foot | 4 | 2nd | evocation | Your movements are wreathed in flames until the start of your next turn, boosting your speed and dealing damage to creatures you move through. |
Ice Barricade | 3 | 2nd | evocation | You create a wall of nonmagical ice up to 10 feet tall and 30 feet across. |
Ice Cube | 5 | 3rd | evocation | At a point you choose in range, air cools so rapidly it momentarily freezes into a solid cube before shattering apart. |
Ice Shard | 0 | evocation | You conjure a sharp spike of ice and either wield it for a melee attack or hurl it at a creature in range. | |
Ice Wave | 4 | 2nd | evocation | You conjure a wave of water into a 30-foot cone, then freeze it, damaging and restraining creatures within it. |
Icicle | 1 | 1st | evocation | Conjure a icicle on a ceiling, then use your reaction to attack a creature as it moves underneath. |
Icy Gale | 2 | 1st | evocation | Creatures within 15 feet of you take cold damage and are pushed back 10 feet. |
Identify | 2 | 1st | divination | You identify what spells are affecting a creature or object, or learn a magic item's properties. |
Illumination | 3 | 2nd | evocation | Create daylight out to a wide radius for 10 minutes or longer. |
Illusory Script | 1 | 1st | illusion | You write a script that appears true to creatures you designate, but illusory to all other creatures. |
Image | 2 | 1st | illusion | Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. |
Incinerate | 8 | 5th | evocation | The target takes up to 9d6 fire damage, and is ignited for 4d6 damage by persistant fire. |
Incinerating Impacts | 8 | 5th | evocation | Your bonus action enhances a weapons with fiery magic. |
Invisibility | 4 | 2nd | illusion | A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour. |
Knock | 3 | 2nd | transmutation | You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away. |
Light | 0 | evocation | You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet | |
Lightning Field | 0 | evocation | An electrical field sweeps around you, forcing creatures within 5 feet of you to succeed on a Dex save or take lightning damage. | |
Locate Creature | 6 | 4th | divination | Sense the direction of a familiar creature you specify if it is within 1,000 feet of you. |
Mage Armor | 2 | 1st | abjuration | A creature you touch gains an AC of 13 + its Dexterity modifier. |
Magic Circle | 5 | 3rd | abjuration | You create a 10-foot radius cylinder that prevents certain creature types from entering. |
Mending | 0 | transmutation | This spell repairs a single break or tear in an object you touch. | |
Minor Illusion | 0 | illusion | You create a sound or an image of an object (not a creature) within range that lasts for 1 minute. | |
Mirror Image | 3 | 2nd | illusion | You create three illusory duplicates of yourself to distract attacks away from you. |
Nondetection | 5 | 3rd | abjuration | For 8 hours, you hide a target that you touch from divination magic. |
Passwall | 7 | 5th | transmutation | A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep. |
Perceive Invisibility | 2 | 1st | divination | For at least 1 minute, you see invisible creatures and objects as if they were visible. |
Petite Storm | 2 | 1st | evocation | A small black cloud deals lightning damage to creatures which pass under it for up to 1 minute. |
Prestidigitation | 0 | transmutation | You create one of several minor magical effects. | |
Primordial Lightning | 11 | 7th | evocation | Either devastate a creature with an almighty bolt of lightning, or empower a creature with primordial energy. |
Prismatic Spray | 10 | 7th | evocation | Eight multicolored rays of light flash into a 60-foot cone originating from you, causing an array of harm to those caught in the blast. |
Programmed Illusion | 8 | 6th | illusion | You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled. |
Project Duplicate | 10 | 7th | illusion | For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away. |
Protection from Energy | 5 | 3rd | abjuration | A creature you touch gains resistance to one damage type you specify for up to 1 hour. |
Ray of Radiance | 0 | evocation | You hurl a ball of light, dealing radiant damage and briefly illuminating the target. | |
Razor Tome | 0 | transmutation | Razor-sharp parchment flies out to slash one or more nearby creatures. | |
Sage Hand | 0 | conjuration | Conjure a translucent, floating hand that can manipulate objects at range. | |
Sandcast | 0 | evocation | You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll. | |
Scorching Ray | 3 | 2nd | evocation | Hurl three rays of flame at one target or several. Each ray that hits deals 2d6 fire damage. |
Scrying | 7 | 5th | divination | You can see and hear a particular creature you choose that is on the same plane of existence as you. |
Seeming | 7 | 5th | illusion | Give numerous creatures an illusory disguise that lasts up to 8 hours. |
Seizing Bolt | 3 | 2nd | evocation | A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature. |
Sending | 4 | 3rd | evocation | You send a short message to any creature with which you are familiar over any possible distance. |
Shock Bolt | 0 | evocation | You sling a jolt of electricity, which might flare up to shock creatures nearby your main target. | |
Shocking Grasp | 0 | evocation | Lightning springs from your hand to deliver a shock to a creature you try to touch. | |
Singe | 0 | evocation | A creature within 30 feet must succeed on a Constitution save or take 1d8 fire damage; 1d12 fire damage if it's unarmored. | |
Sleet Storm | 5 | 3rd | conjuration | For 1 minute, freezing rain and wind hinder movement and concentration in a 40-foot radius cylinder. |
Slow | 5 | 3rd | transmutation | Up to six creatures are slowed in time, diminishing their effectiveness in combat. |
Snowballs | 3 | 2nd | evocation | Conjure a pile of 10 snowballs that can be thrown by yourself or other creatures for ranged spell attacks that deal cold damage. |
Somaria | 3 | 2nd | conjuration | You create a 5-foot block of stone in range, then cause it to erupt in a fiery explosion within the next minute. |
Spider Climb | 3 | 2nd | transmutation | A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour. |
Static | 0 | evocation | A sudden charge of electricity arcs through a creature in range, dealing damage that will spread to an adjacent creature. | |
Stinking Cloud | 5 | 3rd | conjuration | Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action. |
Storm of Vengeance | 13 | 9th | conjuration | You create a powerful storm cloud up to a radius of 360 feet, which assails the area underneath for 1 minute. |
Thaumaturgy | 0 | transmutation | You manifest a minor wonder, a sign of supernatural power, within range. | |
Thunder | 10 | 7th | evocation | Lightning storms all around you. Creatures in a 60-foot radius take 14d6 damage on a failed save, or have as much on a success. |
Thunder Bolt | 5 | 3rd | evocation | A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. |
Touch Wind | 0 | transmutation | You seize the air and compel it to create one of several minor effects. | |
Tremor | 1 | 1st | evocation | You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain. |
True Seeing | 9 | 6th | divination | A creature you touch gains truesight out to a range of 120 feet for 1 hour. |
Unseen Servant | 2 | 1st | conjuration | Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends. |
Voice of Farore | 13 | 9th | evocation | For the duration, each turn you can call down a thunderous bolt of lightning that deals immense damage and can paralyze. |
Wall of Fire | 6 | 4th | evocation | Flames extend in a wall up to 60 feet long and 20 feet wide. One side of the wall incinerates creatures within 10 feet of it. |
Warping Step | 1 | 1st | conjuration | You teleport to an unoccupied space you can see up to 30 feet away. |
Water Breathing | 5 | 3rd | transmutation | Grant up to ten creatures the ability to breathe underwater for 24 hours. |
Water Walk | 4 | 3rd | transmutation | Up to ten willing creatures gain the ability to traverse any liquid surface as if it was solid ground for 1 hour. |
Wizzbolt | 7 | 5th | evocation | Three bolts are hurled to deal 3d12 damage, with each potentially inflicting different damage and ailments. |
Wizzkick | 2 | 1st | transmutation | Perform a magically-enhanced flying kick through your enemies. |
Wizzwall | 3 | 2nd | abjuration | A creature you touch is protected with elemental energy, gaining temporary heart points that damages incoming melee attackers. |
Wizzward | 1 | 1st | abjuration | Your reaction grants a creature minor protection against some damaging spells cast by its allies. |
Zip Zap | 2 | 1st | evocation | Up to three bolts leap towards creatures in range. Each bolt can deal 1d6 lightning damage and subtract 5 feet from the target's movement. |