Wizard
Base Class: Wizard

Knowledge is power. At least, that’s what wizards of this arcane tradition think. They take the phrase “know your enemy” quite to the tea, as it turns out the most efficient adventurers are not deadly assassins, holy warriors, or even powerful sorcerers. The most efficient ones are those that come prepared.

Wizards of this tradition specialize in hunting the terrors that lurk in the night, whether driven by anger and the wish of vengeance or as part of a bigger organization that vows to protect the common folk. Whatever the case, you have learnt to track a grand variety of monsters, as well as to analyze them to exploit their weaknesses and, in very dire situations, create ones that weren’t there before.

Monster Hunting Savant

Starting when you choose this tradition at 2nd level, your time studying monsters and their capabilities has paid off. You have advantage on Wisdom (Survival) checks to track aberrations, fiends, or undead, as well as on Intelligence ability checks to recall information about them.

Know Your Enemy

Also at 2nd level, whenever a creature gets becomes affected by one of your spells of first level or higher, you may use your bonus action to mark them as analyzed, searing a brand of arcane energy into them. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to cast a cantrip that deals damage against that creature. This benefit lasts until you finish a short or long rest, and you learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Prepared for Inconvenience

When you reach 6th level, you have learnt that sometimes weaknesses are hard to find, and that your usual spells may be of little use against certain monsters. As such, you’ve decided to expand your arsenal.

You learn two cantrips of your choice from any class’s spell list, they count as wizard cantrips for you, and they don’t count against your number of cantrips known. These cantrips must do damage, and they must deal a damage type that the wizard cantrips you know don’t already deal.

Exploit Vulnerability

Also at 6th level, whenever you deal damage to a creature and the creature has vulnerability to that type of damage, you may use your reaction and force them to make a Charisma saving throw against your spell save DC. On a failed safe, they become frightened of you for 1 minute. A creature may repeat the saving throw at the end of each of its turns.

Keeper of Lore

Starting at 10th level, you become adept at finding information in the threads of reality themselves, rather than needing a book for it. You learn the Legend Lore spell if you don’t know it already, and you may cast it once per long rest without expending material components.

When you cast Legend Lore in this way, you gain different benefits depending on if you studied a person, a place, or an item, as you gained a more intimate understanding of them.

  • If you chose a person, attack rolls made by that creature against you are made at disadvantage, once per turn when you deal damage to that creature, you deal additional damage equal to your Intelligence modifier, and you have advantage on initiative rolls when fighting that creature.
  • If you choose a place, you know the most direct route to this location, and while inside it, you can ignore any difficult terrain native to the location (a newly cast Sleet Storm would still count as difficult terrain, while deep swamps in the place wouldn’t), you can’t be surprised while in it, and you have advantage on saving throws against traps.
  • If you chose an item, you ignore magical item requirements for attunement and learn if the item is cursed or if it has any detrimental effects.

Create Weakness

At 14th level, you have learnt how to bend reality in a creature’s specific form, creating weaknesses where before they were none. As an action, you may force a creature you can see within 60 feet of you to make a Charisma saving throw against your spell save DC. On a failed safe, choose a damage type that the creature isn’t resistant or immune to. For 1 minute, the creature becomes vulnerable to that damage type.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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