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School of Immortalism • School of Grand Strategy

About these subclasses

A set of wizard subclasses intended for use in the Adventures in the Central Empire campaign setting. Step on the path to apotheosis as an Arch-Necromancer with the Immortalist or harry your enemies from afar as a grand strategist.

Designed for class

Wizard image
Core class
Wizard

School of Immortalism

Spellcast Trait: Knowledge

Raise the dead and learn the secrets of immortality

Foundation

Necromancy Adept: The Immortalist has raised an undead servant. Use the animal companion sheet for the Beastbound Ranger to detail the undead servant’s capabilities. When you level up your character choose a level-up option for your servant from this sheet as well.

Specialization

Expert training: Choose an additional level-up option for your servant.

Potion expert:
  • Once per long rest the Immortalist can spend one handful of gold to produce one consumable item of their tier or lower. (Tier 1: common consumables, Tier 2: uncommon, Tier 3: Rare, Tier 4: Legendary). This always takes the form of a potion although any applicable consumable item may be selected.

Mastery

Zombie Horde: The Immortalist’s servant is now a horde. Whenever the horde has marked less than or equal to half its stress it deals an additional die of damage on a hit.

Half-Dead: The Immortalist has discovered how to cheat death. They do not age, cannot catch diseases and are immune to being Poisoned. They no longer need any sleep and can make an additional long rest move on a long rest. If the Immortalist ever dies the GM may use their spotlight to raise the Immortalist as an undead Adversary of a tier equivalent to the party under GM control. If the Immortalist arises as a sentient undead they will not be immediately hostile to their own friends but will regard their personal history together with cold detachment.

School of Grand Strategy

Spellcast Trait: Knowledge

Expand the reach of magic across the sweep of the battlefield

Foundation

Battlefield Coverage: Whenever the wizard makes a spellcast roll they may increase the effective range of the spell by one category (melee -> very close, very close -> close, close -> far, far -> very far)

Specialization

Broadened spells: Whenever the wizard casts a spell or uses a grimoire that affects one adversary they may mark a stress to, instead, hit the target and all adversaries within close range of that target.

Siege Magic: Whenever the wizard casts a spell or uses a grimoire that deals damage over an area of effect they can spend one hope to turn the area affected by the spell into difficult terrain. Any Adversary who attempts to move within the difficult terrain must mark a stress before moving.

Mastery

The Pondering Orb:  If the wizard has a physical anchor to a creature or place (such as a piece of a brick wall, the branch of a tree, a lock of hair or fingernail clippings) they may scry upon that creature or place. If the wizard marks a stress they can cast a spell or use a grimoire upon the target of their scrying but if they do so then they roll a d4. On a 4 the physical anchor is destroyed and the scrying immediately ends once the spell effect resolves.

Printable cards

Foundation / Specialization / Mastery
Wizard

School of Immortalism

Foundation

SPELLCAST TRAIT: Knowledge

Necromancy Adept: The Immortalist has raised an undead servant. Use the animal companion sheet for the Beastbound Ranger to detail the undead servant’s capabilities. When you level up your character choose a level-up option for your servant from this sheet as well.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Wizard

School of Immortalism

Specialization

Expert training: Choose an additional level-up option for your servant.

Potion expert:
  • Once per long rest the Immortalist can spend one handful of gold to produce one consumable item of their tier or lower. (Tier 1: common consumables, Tier 2: uncommon, Tier 3: Rare, Tier 4: Legendary). This always takes the form of a potion although any applicable consumable item may be selected.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Wizard

School of Immortalism

Mastery

Zombie Horde: The Immortalist’s servant is now a horde. Whenever the horde has marked less than or equal to half its stress it deals an additional die of damage on a hit.

Half-Dead: The Immortalist has discovered how to cheat death. They do not age, cannot catch diseases and are immune to being Poisoned. They no longer need any sleep and can make an additional long rest move on a long rest. If the Immortalist ever dies the GM may use their spotlight to raise the Immortalist as an undead Adversary of a tier equivalent to the party under GM control. If the Immortalist arises as a sentient undead they will not be immediately hostile to their own friends but will regard their personal history together with cold detachment.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Wizard

School of Grand Strategy

Foundation

SPELLCAST TRAIT: Knowledge

Battlefield Coverage: Whenever the wizard makes a spellcast roll they may increase the effective range of the spell by one category (melee -> very close, very close -> close, close -> far, far -> very far)

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Wizard

School of Grand Strategy

Specialization

Broadened spells: Whenever the wizard casts a spell or uses a grimoire that affects one adversary they may mark a stress to, instead, hit the target and all adversaries within close range of that target.

Siege Magic: Whenever the wizard casts a spell or uses a grimoire that deals damage over an area of effect they can spend one hope to turn the area affected by the spell into difficult terrain. Any Adversary who attempts to move within the difficult terrain must mark a stress before moving.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Wizard

School of Grand Strategy

Mastery

The Pondering Orb:  If the wizard has a physical anchor to a creature or place (such as a piece of a brick wall, the branch of a tree, a lock of hair or fingernail clippings) they may scry upon that creature or place. If the wizard marks a stress they can cast a spell or use a grimoire upon the target of their scrying but if they do so then they roll a d4. On a 4 the physical anchor is destroyed and the scrying immediately ends once the spell effect resolves.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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