Wizard
Base Class: Wizard

The school of eldritch dweomercraft is an old tradition that predates the modern specialization order. It focused on refinement and maximizing the efficiency and power of spells, using ancient methods to channel and bind magical energy. The basis of the techniques are widely used across many disciplines today, but in the school of eldritch dweomercraft they are utilized to the fullest extent.

Conservatories of the school today often have secretive initiation rites. The elaborate ceremonies are often misunderstood by outsiders, but have deep meanings with ancient connections. Some of the most powerful theories and concepts of the school are hidden in them, but few progress far enough to realize this.

As such, the focus on the fundamentals of the theory means many outsiders and former adherents see it as a generalist approach. Those who stick with the school, however, attain incredible offensive and defensive capabilities and are at home in combat, and they gain a command of magic in general few can hope to match.

Those who choose the school of eldritch dweomercraft are seekers of mystery, looking to connect and discover the building blocks of magic. Their curiosity is seldom satisfied, but when inspiration strikes it propels them even further into the secrets of magic. While the school has lost some of its ancient prestige, it still produces powerful wizards to this day- perhaps one such as you.

Brilliant Brand

Using some of the basic concepts of dweomercraft, you place a magical brand on a target in range, and on a failed Wisdom save it deals 1d8 Radiant damage to the target at the end of its turn for 1 minute. The target must repeat the save at the end of its turns, and is no longer affected by the brand on a success.

Snaring Spells

Beginning at 2nd level, your grasp on manipulating the Weave allows you to craft minor spells from surprising places. You gain 2 cantrips from another class that deal damage and require a saving throw, which become wizard cantrips for you and don't count against the number of cantrips you can prepare.

Acid Splash

You gain the Acid Splash cantrip.

Create Bonfire

You gain the Create Bonfire cantrip.

Frostbite

You gain the Frostbite cantrip.

Poison Spray

You gain the Poison Spray cantrip.

Sacred Flame

You gain the Sacred Flame cantrip.

Thunderclap

You gain the Thunderclap cantrip.

Vicious Mockery

You gain the Vicious Mockery cantrip.

Eldritch Empowerment

Starting at 6th level, you have learned how to manipulate spare and residual wisps of energy to further wear down the targets of your spells. Once a turn when a target fails on a saving throw against your spell, the target takes extra damage (if any) equal to your Intelligence modifier of the same type.

Arcane Aegis

Beginning at 10th level, your proficiency with eldritch dweomercraft has allowed you to erect permanent and subtle wards against similar arts. You have advantage on saving throws against spells.

Master of Mysteries

Starting at 14th level, your magical prowess and understanding has magnified exponentially, affecting not only your arcane pursuits but other areas as well. You have a +1 bonus to your Proficiency and Spell Save DC.

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