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Kayleigh Class


Hit Points

Hit Dice: d6 per Kayleigh Class level
Hit Points at first Level: 6+ your Constitution Modifier
Hit Points at Higher Levels: 1d6 +your Constitution Modifier

Proficiences

Armor: None
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Level Proficiency Bonus Cantrips Known Features
1 +2 3 Arcane Recovery, Spellcasting
2 +2 3 Arcane Tradition
3 +2 3
4 +2 4 Ability Score Improvement
5 +3 4
6 +3 4 Arcane Tradition feature II

 


Class Features

1st Level

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a Short Rest, you can choose expended spell slots to recover. The spells slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.  

2nd Level

School of Enchantment

As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.  

Enchantment Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.  

Hypnotic Gaze

Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an Action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom Saving Throw against your wizard spell Save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your Action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a Long Rest.  

6th Level

Instinctive Charm

Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your Reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom Saving Throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including your or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a Long Rest. You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.


Spellcasting

Spellcasting

You use a spellbook for casting spells. From your spellbook you can prepare a number of spells equal to your Intelligence modifier + your wizard level. You regain all spell slots upon finishing a Long Rest.   Spell Save DC = 8 + your proficiency bonus + your Intelligence Modifier Spell Attack Modifier = your proficiency bonus + your Intelligence Modifier  

Spellslot Table

Level 1st 2nd 3rd
1 2 - -
2 3 - -
3 4 2 -
4 4 3 -
5 4 3 2
6 4 3 3

 


Created by

OmeWillem.

Statblock Type

Class Features

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