dauntless/content/Classes/Wizard/Tradition of the Reclaimer.md
2026-03-08 21:51:42 -06:00

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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.