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Wizard/Witch - Harry Potter d20 https://sites.google.

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Harry Potter d20

Classes >
Harry Potter d20
Classes Wizard/Witch
Wizard/Witch
Creatures
Abilities – Constitution is a very helpful to a witch or wizard due to
Dementor
their low hit die. Intelligence, also plays an important factor, as it
Doxy determines the number of skill points received each level, and
Dugbog several of the key skills focus on Intelligence. Wisdom helps
Erkling provide keen insight, and helps to improve other spellcasting
Gnome skills. Charisma is useful, as it helps them in the social aspect, as
Inferi well as other important skills.
Merfolk Alignment
Hit Die – d6
Phoenix
Pixie, Cornish
Class Skills
Thestral The Wizard/Witch's class skills are Balance (Dex), Broomstick
Divination (Dex), Charms (Wis), Concentration (Con), Curses and Counter-
Feats Curses (Cha), Divination (Cha), Handle Animal (Cha), Herbology
How Magic Works (Wis), Knowledge (Astronomy) (Int) Knowledge (Dark Arts) (Int),
Knowledge (Charms), Knowledge (Magical Creatures), Knowledge
Creating New
(History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis),
Spells
Potionmaking (Int), Profession (Wis),  Spot (Wis), Transfiguration
Magical Equipment
(Int)
and Items
Food
Skill Points at 1st Level (6 + Int modifier) ×4.
Major Artifacts
Minor Magical Skill Points at Each Additional Level 
Level 6+ Int Modifier
Items
Potions
Prestige Classes
Alchemist Wizard/Witch
Auror Level 
Level   Base Attack Fort Ref Will Special 
Special   Spell
Combat Seer Bonus 
Bonus   Save 
Save   Save 
Save   Save 
Save   Limit
Dark Wizard 1st +0 +0 +2 +2 House Chosen, 5
Death Eater Magical
Duelist Counterspelling
Oracle 2nd +1 +0 +3 +3 Magical Blast         
Order of the 1d6 7
Phoenix Initiate 3rd +2 +1 +3 +3           
Transfiguration 9
Master 4th +3 +1 +4 +4  Natural Affinity 11
Wandmaker +1
Windwinder 5th +3 +1 +4 +4 Bonus Feat 13
Quidditch 6th +4 +2 +5 +5 Non-Verbal        
Races Magic 15
Skills

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Wizard/Witch - Harry Potter d20 https://sites.google.com/site/harrypotterd20/classes/wizard

Spells Level 
Level   Base Attack Fort Ref Will Special 
Special   Spell
Charms Bonus 
Bonus   Save 
Save   Save 
Save   Save 
Save   Limit
Curses and 7th +5 +2 +5 +5         
Counter-Curses  17
Transfiguration
8th +6/+1 +2 +6 +6 Magical Blast       
Variant Rules 2d6, Natural  19
Sitemap Affinity +2
9th +6/+1 +3 +6 +6         
 21
10th +7/+2 +3 +7 +7 Bonus Feat,       
Wandless Magic  23
11th +8/+3 +3 +7 +7         
 25
12th +9/+4 +4 +8 +8 Natural Affinity       
+3  27
13th +9/+4 +4 +8 +8         
 29
14th +10/+5 +4 +9 +9 Magical Blast       
3d6  31
15th +11/+6/+1 +5 +9 +9 Bonus Feat       
 33
16th +12/+7/+2 +5 +10 +10 Natural Affinity       
+4  35
17th +12/+7/+2 +5 +10 +10         
 37
18th +13/+8/+3 +6 +11 +11         
 39
19th +14/+9/+4 +6 +11 +11         
 41
20th +15/+10/+5 +6 +12 +12 Bonus Feat,       
Magical Blast  43
4d6,Natural
Affinity +5

Class Features

House Chosen-
Chosen At first level the wizard/witch enters the Hogwarts
School of Witchcraft and Wizardry. When they enter the school they
must choose one of the four houses. The four house are Gryffindor,
Hufflepuff, Ravenclaw, and Slytherin. Upon joining the house the
receive certain benefits the benefits are as follows

Gryffindor-
Gryffindor Gryffindor's are supposed to be brave, and
courageous people. They are true to their friends and can often go
into situations that are beyond their abilities. As such Gryffindor's
gain a +2 morale bonus to will save against fear effects. In addition
they gain a +2 bonus to Sense Motive checks. They also gain Sense
Motive as a class skill.

Hufflepuff-
Hufflepuff Hufflepuff's are people who value loyalty, hard work,
and honesty. In addition they also gain a +2 against mind affecting

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Wizard/Witch - Harry Potter d20 https://sites.google.com/site/harrypotterd20/classes/wizard

effects that would change their attitude to the caster. As such they
gain a +2 bonus to Diplomacy checks. They also gain Diplomacy as
a class skill.

Ravenclaw-
Ravenclaw Ravenclaw's value ingenuity, creativity, intelligence,
and curiosity. They are often called bookworms and often spend
time studying. As such, they gain an additional 4 skill points at
character creation. They also, gain +2 bonus to all intelligence
checks for solving questions that involve the use of any knowledge
skill.

Slytherin-
Slytherin Slytherin's value cunning, ambition, sneakiness, and
cleverness. They are often loathed by the peers for the things they
do. As such they gain a +2 bonus to Bluff checks. They also gain
Bluff as a class skill. Finally, if a Slytherin acts first in the first round
of combat they gain +1d6 to their damage roll for any attack they
make that succeeds.

Magical Counterspelling-
Counterspelling Early in their career of magic wizards
and witches must learn how to undo spells they've cast or to block
spells that would hurt them. Early in their training, wizards/witch's
learn to block or deflect attacks directed at them and their
companions. Once per round, a wizard/witch can attempt to negate
a ranged magical attack targeted within 10 feet +5 ft per 3 class
levels. This attack must be directed at them.  Negating this attack
requires the wizard/witch to succeed in an opposed attack roll, as
well as an opposing skill check of the same type of the spell. If the
wizard/witches attack roll is less than her opponent’s,and/or the
skill check is less than the opponents the attack is unaffected by
the counterspelling attempt and is resolved as normal. Using this
initial Magical counterspelling attempt counts as an immediate
action. The wizard or witch must also know the spell in question or
take a -4 penalty to counterspell it.

Additionally, a wizard/witch has the option of reserving iterative


attacks in order to gain more Magical Counterspelling attempts.
Whenever she makes a full-round attack, a wizard/witch may
choose to forgo a number of iterative attacks, gaining a number of
additional Magical Counterspelling attempts equal to the number
of attacks the wizard/witch reserved. Regardless of how many
attacks a wizard/witch forgoes, she cannot use more Magical
Counter spelling attempts than they have iterative attacks due to
high Base Attack Bonus. These subsequent Magical Counterspelling
attempts do not count as actions, and can be used any time during
the round, even when it is not the wizard/witch's turn.

For example, a 15th level wizard/witch's Base Attack Bonus allows


them to make 3 iterative attacks. If they decides to make a
full-round attack, they can reserve as many as 2 of these attacks in
order to gain 2 additional Magical Counterspelling attempts
(bringing the total to 3 for that round).

Magical Blast DC 15 Curses and Counter-Curses- At second level


the wizard/witch, gains the ability to cast magical blasts from his or
her wand. The wizard makes a ranged attack roll against an
opponent as well as a DC 15 Curses and Counter-Curses check.

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Wizard/Witch - Harry Potter d20 https://sites.google.com/site/harrypotterd20/classes/wizard

Should they succeed, on both checks the spell does 1d6 points of
damage. If targeted against objects the spell ignores the first 5
points of the objects hardness. You may cast as many magical
blasts as you have iterative attacks per round. The spell increases
in power to deal 2d6 at 8th level, 3d6 at 14th level, and 4d6 at
20th level.

Bonus Feat-
Feat At 5th level the wizard/witch gains a bonus feat from
the following list.
Apparation, Focused Spell, Increased Spellcasting, Natural Born
Flier, Skill Focus, Weapon Focus (Wand).

Natural Affinity-
Affinity As a wizard/witch gains knowledge and
experience they unlock hidden potentials within themselves.  At
fourth level they gain a +1 bonus to either, Charms, Curses and
Counter-Curses, Divination, and Transfiguration.  Once this skill is
chosen all the bonuses from this class feature only apply, to this
skill.  Every 4 levels after this they gain an additional +1 bonus to a
total of +5 at 20th level. 

Non-Verbal Magic Template DC +15- At 6th level a wizard or


witch gains the ability to cast spells without speaking. Doing so
provides an element of surprise, and anybody attempting to
Counterspell a non-verbal spell suffers a -4 penalty to their
Counterspelling check.

Spell Limit-
Limit Each character has a set number of spells they are
able to learn. They are able to learn up to a toal their spell limit
overall from the following schools of magic which are Curses and
Counter-Curses, Charms, and Transfiguration.  Also, they can have
a number of known potions for the Potionmaking skill equal to
their Spell Limit.

Wandless Magic Template DC +25- At 10th level a wizard or


witch gains the ability to casts spells without the use of a wand.
They do not need to say the words to the spell. However, they must
have their hands free to be able to do this, otherwise it is
impossible to cast Wandless Magic.

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