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history and tradition of wandcraft.

As a wizard of wand lore,


you know that a mage’s true power can be amplified with the
right tool: for you, that tool is a wand of your own creation.

CORE WAND
When you choose this tradition at 2nd level, you create a
special wand called a core wand, which you can use as a
spellcasting focus for your wizard spells. You determine the
wand’s appearance, and only you are capable of using it. You
can use a bonus action to summon the wand to your hand,
regardless of physical or planar distances. If this wand is de-
stroyed, you can create a new one over the course of 8 hours
of work.
Your core wand gains power each time you use it to cast a
spell. This power is represented by core charges. The wand
can have up to 7 core charges at a time, and whenever you
finish a long rest, the number of core charges in the wand
resets to 1. Whenever you expend a spell slot to cast a spell
of 1st level or higher while holding your wand, it gains up
to a number of core charges equal to half the spell’s level
(minimum of 1). You can expend these core charges in the
following ways:

y Whenever you make an attack roll or saving throw, you


can expend any number of core charges to gain a bonus
to the roll equal to the number of core charges spent.
You can wait until after you roll the d20, but must decide
before the GM says whether the roll succeeds or fails.
y Whenever you are hit by an attack, you can expend any
number of core charges from your wand as a reaction to
gain a bonus to AC against that attack equal to the num-
ber of core charges spent.

WAND SAVANT
Starting at 2nd level, you can interpret staves and wands the
way other wizards read scrolls and spellbooks. If a staff or
Wand Lore Wizard
wand in your possession can cast a spell that’s on the wizard
spell list, you can copy the spell into your spellbook as if you

NEW CHARACTER OPTION:


were copying a spell from a scroll. In addition, when you cast
a wizard spell with a range of touch while holding your core
wand, you can choose a target that you can see and isn’t be-
WIZARD hind cover up to 10 feet away from you instead. At 14th level,
this range increases to 30 feet.
Wizards are often considered to be founts of knowledge,
a reputation rightfully earned after generations and lives ARCANE BAT TERY
spent poring over forgotten texts and ancient manuscripts.
These knowledge-seeking mages ultimately pursue the Beginning at 6th level, when you use your Arcane Recovery
school of magic that interests them the most, becoming true feature, your core wand regains 3 expended core charges.
masters of their craft and labor. Some find satisfaction in In addition, you gain a new option to use your wand’s core
studying mystical arts, while others focus their efforts on charges. When you cast a spell that targets only one creature
more practical or even explosive forms of magic. As a result, and forces it to make a saving throw while you’re holding
wizards around the world can be found on the councils of your core wand, you can expend up to 3 core charges to gain
nobles as quickly they can in the service of carnivals. a bonus to that spell’s save DC equal to the number of core
charges spent.

WAND LORE IMBUE MINOR WAND


Some children grow up sword-fighting with sticks and be- Starting at 10th level, whenever you finish a long rest, you
come solders, but you’ve learned how to turn a simple stick can imbue a number of wizard spells from your spellbook up
into something more powerful than a blade. The study of to your Intelligence modifier (minimum of one) into a non-
wand lore delves deeper into old magic, beyond the normal magical stick, dowel, or similar Tiny object, transforming
lists of components and incantations, and into the rich the object into a magic wand. Each spell must be a cantrip or

12 THE GRIFFON'S SADDLEBAG


a 1st- or 2nd-level spell and have a casting time of 1 action or
bonus action. In addition, the spells can’t require concentra-
tion or require any material components that indicate a cost
or are consumed as part of casting the spell, and if the spell is
a cantrip, it mustn’t be able to damage a target.
The wand has a number of charges equal to your Intel-
ligence modifier (minimum of 1) with which to cast the
imbued cantrips (0 charges), 1st-level spells (1 charge), or
2nd-level spells (2 charges). A creature holding the wand can
use an action to cast one of the spells from it using your spell
save DC, spell attack bonus, and spellcasting ability. The
wand ceases to be magical the next time you finish a long
rest.

MANIFEST CHARGES
When you reach 14th level, you can convert the core charges
within your wand into raw, arcane energy. By manipulating
this energy, you can use the wand’s core charges in the fol-
lowing new ways:

y As a bonus action, you can expend 1 or more of the wand’s


core charges to create a number of motes of magical force
equal to the core charges spent. Each mote streaks toward
a different target that you can see within 60 feet of you,
dealing force damage to each target equal to 1d4 + your
Intelligence modifier.
y When you or another creature that you can see within 30
feet of you takes damage, you can use your reaction to
expend 1 or more of the wand’s core charges to create a
magical barrier, reducing the damage taken by an amount
equal to three times the number of core charges spent.

In addition, you have gained a supreme mastery and un-


derstanding of wands. If you expend the last charge of a staff
or wand, you needn’t roll a d20, even if it says to. Further,
the gold and time you must spend to craft a magic wand is
halved.

OROSTEAD MAPS
Maps are available for free, courtesy of Cze &
Peku, at thegriffonssaddlebag.com/orostead.

13

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