Base Class: Wizard
Sometimes, in a wizard's quest for knowledge, they stumble upon forsaken tomes, sometimes, in their life long journey, their brains become too full and can no longer contain such immense understandings, a Shattered Mind Wizard is someone who has reached the peak that their brain can understand, and decided to go further.
Often this state of mind is obtained unnaturally, but some wizards pursue this path, most never are able to obtain it though. To those that do, this is a life style full of surprises, as a shattered mind can often lead to lots of reward, and lots of disaster. Wizards who find themselves taking this path, be warned, and be lucky.
Wakeful Thoughts
Parts of your scattered mind lay awake and asleep independent of your own patterns. Sometimes when you wake, the skills you knew you had are gone, and new ones find their place.
Starting at level 2, after every long rest you roll on the Wakeful Thoughts table to gain proficiency in a skill and tool, proficiency gained this way is replaced after each long rest.
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Wakeful Thoughts |
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d8 |
Skill |
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1 |
Performance, Disguise Kit |
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2 |
Nature, Herbalism Kit |
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3 |
Deception, Forgery Kit |
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4 |
History, Poisoner's Kit |
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5 |
Investigation, Navigator's Tools |
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6 |
Arcana, Alchemist Supplies |
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7 |
Stealth, Thieves' Tools |
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8 |
Religion, Calligraphy Supplies, Painter’s supplies |
Sometimes your thoughts have their own thoughts, they keep you alert, and others that might try to listen in.
Add your Wisdom modifier to initiative rolls, and whenever a creature reads your thoughts they take 1d4 psychic damage, this effect does not negate thoughts being read.
Arcana and Alchemist Supplies
Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
Artisan’s Tools (Alchemist Supplies): These Special tools include the items needed to pursue a craft or trade. The table shows examples of the most Common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your Proficiency Bonus to any Ability Checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.
Deception and Forgery Kit
Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.
Forgery kit: This small box contains a variety of papers and parchments, pens and inks, seals and Sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your Proficiency Bonus to any Ability Checks you make to create a physical forgery of a document.
History and Poisoner's Kit
Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
Poisoner’s Kit: A poisoner’s kit includes the vials, chemicals, and other Equipment necessary for the Creation of Poisons. Proficiency with this kit lets you add your Proficiency Bonus to any Ability Checks you make to craft or use Poisons.
Investigation and Navigator's Kit
When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.
Navigator’s Tools: This set of Instruments is used for Navigation at sea. Proficiency with Navigator's Tools lets you chart a ship's course and follow Navigation charts. In addition, these tools allow you to add your Proficiency Bonus to any ability check you make to avoid Getting Lost at sea.
Nature and Herbalism Kit
Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
Herbalism kit: This kit contains a variety of Instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and Potions. Proficiency with this kit lets you add your Proficiency Bonus to any Ability Checks you make to Identify or apply herbs. Also, proficiency with this kit is required to create Antitoxin and Potions of Healing.
Performance and Disguise Kit
Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
Disguise Kit: This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical Appearance. Proficiency with this kit lets you add your Proficiency Bonus to any Ability Checks you make to create a visual disguise.
Religion, Calligrapher Supplies, and Painting Supplies
Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
Artisan’s Tools(Calligraphy Supplies, Painting Supplies): These Special tools include the items needed to pursue a craft or trade. The table shows examples of the most Common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your Proficiency Bonus to any Ability Checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.
Stealth and Thieves' Tools
Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
Thieves’ Tools: This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your Proficiency Bonus to any Ability Checks you make to Disarm traps or open locks.
No Pain, No Brain
Beginning at level 6, slivers of your conscious work their way back together, some contain memories of things forgotten, You gain one 2nd level spell from any class's spell list, this spell can be cast without being prepared once per short rest. additionally you also gain one Cantrip from any classes spell list. At level 12, and 18 you gain an additional Cantrip, and the spell can be cast an additional time per day.
Every time you cast a Cantrip that targets one or more creatures, you can choose one of the targets to take an additional 1d4 psychic damage.. The damage die increase to a 1d6 at level 11 and a 1d8 at level 16.
Level 12 Cantrip
Cantrip gained when reaching level 12.
Level 18 Cantrip
Cantrip gained when reaching level 18.
Unique Equipment
As your thoughts continue to scatter, it becomes harder for outside forces to attack your brain due to its sheer unique complexity.
Starting at level 10, you gain resistance to physic damage, When you are subjected to an effect that allows you to make a Intelligence or Wisdom saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Taboo Mindset
As you adjust to your unstable mind, thoughts of unconventionality fill your brain, they tempt you with security, and chance, and a whole new approach that others may see as taboo.
Starting at level 10, whenever you would roll a d20 for an ability check, attack roll, or saving throw, you can instead replace it with 3d6, You can use this ability the same amount of times as your proficency modifier per long rest.
Widened Mind
In the spaces left behind from the fracturing, in the wrinkles and folds of your now complex machine of a brain, there is room to think, and focus on two different weaker concentration spells.
Starting at level 14, You can maintain concentration on two spells, as long as both spells levels combined is less than or equal to 3 (Cantrips count as 0).
When making a constitution saving throw to maintain concentration, you can choose to drop one of the spells to add your Wisdom modifier to the roll of the other.
If you fail the save on both spells you take one point of exhaustion.
If you are only maintaining concentration on one spell that is 3rd level or lower, when making a constitution saving throw to maintain concentration, you can add your proficiency bonus to the roll.
Every time you fail a constitution saving throw to maintain concentration on a 3rd level or lower spell, take 6d12 psychic damage.
Previous Versions
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1/20/2022 2:04:49 PM
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0.5
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1/20/2022 2:16:23 PM
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Coming Soon
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1/21/2022 7:44:04 AM
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10
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0.7
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Coming Soon
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