dauntless/content/Classes/Wizard/Tradition of the Reclaimer.md
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source: "Campaign Builder: Dungeons and Ruins"
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![[assets/3c57ee95847c050b693ed5ccc8bc7c1c_MD5.jpg|EmmaArts|350x350]]
Wizards in the Reclaimer tradition devote themselves to seeking out and recovering lost and forgotten magical knowledge, whether that be in the form of items, spells, or other applications. This devotion often drives wizards from this tradition to explore ancient ruins and delve into dangerous dungeons in search of such magical knowledge. Many see the risk as justified if they find a new form of magic. 
||**Reclaimer Progression**|
|---|---|
|**Wizard Level**|**Features**|
|3rd|Expanded Talent List, Habituated Arcana, Magic Acumen|
|7th|Countermanding Incantation|
|11th|Expansive Attunement|
|15th|Magic Item Paroxysm|
# Expanded Talent List
_3rd-Level Reclaimer Feature_ 
When you gain a new talent, you can select it from either the magic or the technical talents list (see Talents in Players Guide).
# Habituated Arcana
_3rd-Level Reclaimer Feature_ 
Youve studied obscure magical lore closely enough that it comes to you unbidden. You gain proficiency in the Arcana skill. If you are already proficient, double your **PB** instead for Arcana checks. In addition, you learn the identify ritual, and it doesnt count against your number of ritual spells known
# Magic Acumen 
_3rd-Level Reclaimer Feature_ 
Your Magic Sense class feature is sharpened to danger. When you use your Magic Sense feature and sense a magic trap, a magic item, or an area inflicted with a curse, you have advantage on saves against it and on checks to disarm, suppress, or otherwise avoid or circumvent its effects.
In addition, Magic Sense now lasts up to 1 minute when you use it, instead of until the end of your next turn.
# Countermanding Incantation
_7th-Level Reclaimer Feature_ 
Your exposure to ancient, sometimes malfunctioning magic has taught you how to unweave it. When you cast the dispel magic spell, you can add your **PB** to the check.
In addition, when you see a spell or other magical effect, you can use a reaction to ward yourself against its effects. You have advantage on saves against that spell or magical effect for 10 minutes. You can do this a number of times equal to your **PB** and regain all expended uses when you finish a long rest.
# Expansive Attunement
_11th-Level Reclaimer Feature_ 
Your mission to reclaim lost magical knowledge extends to magic items. Attuning to an item takes you only 1 minute instead of 1 hour. At the end of each long rest, you can choose an item that requires attunement. You become attuned to that item, but it doesnt count against the total number of items you can attune to. You are proficient with that item if it is a tool or a weapon. This special attunement lasts until the end of your next long rest.
# Magic Item Paroxysm
_15th-Level Reclaimer Feature_ 
In a pinch, you can use an action to detonate the power within a magic item, destroying the item and causing a magical explosion around it. To detonate a magic item, you must be touching it if you arent attuned to it, or within 30 feet of it if you are.
If another creature is attuned to the magic item, that creature can make a **WIS** save against your spell save **DC** to prevent the detonation. The size and damage of the explosion varies based on its rarity (see the Item Paroxysm Effects table). Each creature in the radius must make a **DEX** save against your spell save **DC**, taking the full damage on a failure, or half the damage on a success. You have advantage on the save if you are within the radius. Once you detonate a magic item, you must finish a long rest before you can do so again.
You cant detonate artifacts or fabled magic items, and attempting to detonate a sentient magic item immediately causes conflict (see Sentient Magic Items in Game Masters Guide). If the sentient magic item wins the conflict contest, it doesnt detonate, and you might suffer other effects of the items displeasure (such as those noted in the Game Masters Guide), at the GMs discretion.
|||**Item Paroxysm Effects**|
|---|---|---|
|**Rarity**|**Force Damage**|**Radius**|
|Common|4d6|20 ft.|
|Uncommon|6d6|30 ft.|
|Rare|8d6|40 ft.|
|Very Rare|10d6|60 ft.|
|Legendary|12d6|120 ft.|