OmnisGM / rules
GitHub ↗
Daggerheart · SRD 1.0 · Glossary

War Wizard

Tier 2

Tier 2 Ranged. A battle-hardened mage trained in destructive magic.

  • Motives & Tactics: Develop new spells, seek power, shatter formations
  • Difficulty: 16 | Thresholds: 11/23 | HP: 5 | Stress: 6
  • ATK: +4 | Staff: Far | 2d10+4 mag
  • Experience: Magical Knowledge +2, Strategize +2

Features

Battle Teleport - Passive: Before or after making a standard attack, you can mark a Stress to teleport to a location within Far range.

Refresh Warding Sphere - Action: Mark a Stress to refresh the Wizard's "Warding Sphere" reaction.

Eruption - Action: Spend a Fear and choose a point within Far range. A Very Close area around that point erupts into impassable terrain. All targets within that area must make an Agility Reaction Roll (14). Targets who fail take 2d10 physical damage and are thrown out of the area. Targets who succeed take half damage and aren't moved.

Arcane Artillery - Action: Spend a Fear to unleash a precise hail of magical blasts. All targets in the scene must make an Agility Reaction Roll. Targets who fail take 2d12 magic damage. Targets who succeed take half damage.

Warding Sphere - Reaction: When the Wizard takes damage from an attack within Close range, deal 2d6 magic damage to the attacker. This reaction can't be used again until the Wizard refreshes it with their "Refresh Warding Sphere" action.

Build your character in OmnisGM An interactive character sheet — for these very rules.
This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at www.daggerheart.com. Converted to Markdown by OmnisGM, in part from an earlier community conversion; the rules text is unchanged. Not affiliated with or endorsed by Darrington Press. Legal