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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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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.
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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.
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.
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