Sword Coast Adventurer 's Guide

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hours. An undead is also immune to this effect for 24
hours if you target it with an attack or a harmful spell.

DEFY DEATH
Starting at 6th level, you can give yourself vitality when
you cheat death or when you help someone else cheat it.
You can regain hit points equal to ld8 +your Constitu-
tion modifier (minimum of 1 hit point) when you succeed
on a death saving throw or when you stabili ze a creature
with spare the dying.
Once you use this feature, you can't use it again until
you finish a long rest.

UNDYING NATURE
Beginning at 10th level, you can hold your breath in-
definitely, and you don't require food, water, or sleep,
although you still require rest to reduce exhaustion and
still benefit from finishing short and long rests.
In addition, you age at a slower rate. For every 10
years that pass, your body ages only 1 year, and you are
immune to being magically aged.

INDESTRUCTIBLE LIFE
When you reach 14th level, you partake of some of the
true secrets of the Undying. On your turn, you can use
a bonus action to regain hit points equal to ld8 +your
warlock level. Additionally, if you put a severed body
part of yours back in place when you use this feature,
the part reattaches.
Once you use this feature, you can't use it again until
you finish a short or long rest.

Wizards


THE FIRST HILT PARRIED A CLUMSY AXE SWING AND
caught the rhythm of the wizard's spell. It was one with
which he was wellfamiliar. Using his free hand, the
bladesinger mirrored his opponent's casting then sent his
considerable power out to surround the overmatched
wizard, binding it to himself. Argent energy flew from the
human's outstretched hand on(y to fizzle into nothingness
as the bladesinger quenched the spell.


  • Keith Francis Strohm, Bladesinger


Scholars and practitioners of what they call "the Art"
(see chapter 1 for details), wizards are the most disci-
plined spellcasters in the Forgotten Realms. They need
to be, as their powers come from years of careful study
and practice. Some wizards apprentice and study with
an experienced master, while others attend formal acad-
emies or universities of wizardry, such as those in Ever-
meet or Halruaa, or in the great cities of the North like
Waterdeep or Silverymoon.
With the intensity of their study and practice, wizards
tend to become increasingly solitary as they advance in
their Art, having fewer peers with whom they can share
their insights, if they choose to share them with anyone
at all. Thus great wizards often take up residence in iso-
lated towers or strongholds, exhibiting ever more eccen-
tric behavior as time goes on. Some say this is a mark

CHAPTER 4 I CLASSES

of madness brought on by delving too deeply into arcane
lore, but they never say it too loudly anywhere a wizard
might overhear.
The greatest wizards of the Realms find means of
extending their lives far beyond the span of any race
except the elves. Archwizards may be centuries old, hav-
ing seen civilizations rise and fall across Faerun. Other
wizards seeking this longevity turn to lichdom, dwelling
in isolated tombs and stronghold s as they withdraw
from the world in body as well as mind.

Wizardly Groups

Many wizardly groups exist in the Forgotten Realms,
but two, in particular, stand out.
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