Wizard
Base Class: Wizard

The Mistwalker. This tradition has been lost to the articles deep within Candlekeep, so far only the cults of the Mistwalker have known this tradition. These wizards are powerful and mysterious, sending waves of fog rolling down hills as cover for their battalions, using mist to teleport, and do other unimaginable feats.

Wizards who take this tradition shape and control types of Eldritch magic, one of which is most common among their ranks: “Mystly.” Using this magic they change their own and twist it to take form of more powerful ethereal versions, most commonly shown as mist or fog. There are many other types of Eldritch magic among this route, including things like: Runic, Essence, Soul, and Troupe. Some forgo all of the previously mentioned and take a darker path, only born to some: Abyssal. 


Warning: this subclass is in testing, please send feedback, and is purposefully supposed to be slightly overpowered. USE AT YOUR OWN RISK

This entire Subclasses magic has been inspired by Hollow Knight’s type of magic, I already had expanded upon they’re magic and decided to import it into DND as this subclass. Enjoy!

Eldritch Spellbook

Starting at 2nd level your spellbook is replaced by an arcane crystal. This crystal acts exactly like a Spellshard with the following exceptions:

  • Your Spellshard orbits around you within 1ft, you can still use any feature normally with it like this.
  • Your Spellshard is colored between: a dark grey, like storm clouds, a light grey with swirling patterns in it like fog, or a twinge of blue shining through either of the previous options. You choose when you select this tradition.
  • You can use your Spellshard as an arcane focus
  • Your Spellshard has the following cantrips already inscribed in it: Encode Thoughts, and Toll the Dead. These Cantrips don’t count against your already known Cantrips.
  • Your Spellshard has the following spells inscribed in it: Chaos Bolt, False Life, Id Insinuation, Arms of Hadar, Hex, Witch Bolt, Fog Cloud, Find Familiar, Illusory Script. Studying your Spellshard for 1 hour during a short or long rest you can learn one of these spells, at the cost of double the gold that would be needed to transcribe them into your spellbook. If you study your Spellshard in this way, you learn one of these spells and can cast them at will without expending a spellslot, preparing them, or competents. All of these spells deal an extra 1d6 force damage if you cast them using a first level spell slot, and the damage increases by 1d8 every spellslot cast higher than first level.

On top of this, your crystal boosts your AC to 12+ your intelligence modifier+ your proficiency bonus

Eldritch step

Starting at 6th level you use the surround magic, twisting it into a diabolical way of transportation. You learn Misty Step if you haven’t learned it already, and you can cast it at will without expending a spell slot. When you teleport in this way, you can travel up to 60 ft, and where you disappeared from and where you ended up, all creatures in a 10 ft cone centered on you must make a dexterity or charisma saving throw (you choose when you cast this spell), on a failed save the creatures take 2d8+ your proficiency bonus force damage, pulled 5 feet towards the center of the cone, and falls prone. 

Essence

Starting at 10th level, you chose the path of Essence, looking at your surroundings you can call upon a creatures life force and detect, heal, or even create things with Essence. You can use a bonus action to give yourself advantage on an initiative roll, give yourself 2d6+1d4+ your intelligence bonus temporary hit points, or give yourself a scimitar (you become proficient in scimitar’s if your wielding it) that deals an extra 1d4 force damage and is considered magical for bypassing defenses. This scimitar looks like it’s made of small protective glyphs.

Starting at 14th level you gain 1 9th level spell slot and learn Astral Projection or Psychic Scream (your choice), you can cast either of these spells at will without expending a spell slot or components, but can only use this feature once every 3 days.

Starting at 20th level you can raise your hand and start creating a runic circle. It takes a concentration of 1 minute and you cannot take an action while summoning this circle. If you take damage from a projectile or spell that requires a ranged attack roll that rolls higher than 18, your concentration is immediately broken and you cannot use your right hand. You also take an additional 18 necrotic damage on top of this. If the spell ends without being interrupted, the runic circle is completed, you take 1 exhaustion point, but you can command the circle to shoot a plasma beam in the direction it’s facing (no action required), any creature in a 100ft long, 20ft wide line must make a dexterity saving throw (higher than 17) with disadvantage and you subtract 1d4 from that roll. On a failed save the creature takes 30d20 radiant damage, 20d20 force damage, and is knocked prone. If they roll lower than a 10 they take max damage. If any creature dies or is knocked to 0 hit points from this attack, they dissolve into ash and you regain as many hit points as their hit point maximum. As soon as the beam has ended, the circle disappears and you take 80 force damage (before you regain a creatures hit point maximum). You need to have unlocked the Ruinic path on top of the Essence path to use this feature.

If you choose this path you cannot choose the Ruinic, or Troupe features until you hit your 3rd epic boon, then you can choose only one extra path. When you hit your 9th epic boon you can choose another extra path. 

Troupe

Starting at 10th level, you have chosen to learn an ancient and forbidden type of magic, learning to control the flames of nightmares. You gain a Troupe’s staff. This staff can be used as an arcane focus for your Troupe spells, it is made of a polished and finely sanded down deep dark purple wood, spiraling around until it buds at the top like a flower. A flame always dances at the top. As an action you can swing your staff in a downwards arc and cast Scorching Ray, even if you haven’t learned it, and you deal an extra 10 force damage on top of the original damage. 

Starting at 14th level 1 9th level spell slot and learn Weird or Blade of Disaster (your choice), you can cast either of these spells at will without expending a spell slot or components, but can only use this feature once every 3 days.

Starting at 20th level, you mastered the Troupe’s magic, two black lines run from your hairline, past your eyes, and then to your chin, signifying your master ship. You learn: Burning Hands, Fireball, Widogast's Web of Fire, and Flame Strike. These spells don’t count against your already known spells and you can cast them at will without preparing them, requiring components, or a spell slot. Each spell deals an extra 6 fire damage and 1d10 force damage, you also deal maximum damage on the original spells damage, and your attack rolls automatically succeed. If a creature has to make a dexterity saving throw, they automatically fail. 

If you choose this path you cannot choose the Essence, or Ruinic features until you hit your 3rd epic boon, then you can choose only one extra path. When you hit your 9th epic boon you can choose another extra path.

Soul magic

Starting at 14th level you learn to control the 2nd piece of life, out of Essence and Ruinic, you learn to control Soul, the force that animates beings. You can use a bonus action to create a martial weapon, you are proficient in this type of weapon while wielding it, and you choose what type of weapon it looks like. Regardless of your choice, the weapon deals 5d6+ your intelligence modifier+ your proficiency bonus force damage. If a creature is at full HP you deal maximum damage. When you hit a creature with this weapon you can immediately cast a cantrip or spell you learned from your Eldritch Spellbook feature, onto that creature. You can also expend a 1st level spell slot to gain 16d10 temporary hit points

Starting at 20th level you can expend a 2nd level spell slot to shoot a beam of soul at one creature of your choice. The force damage equals as much damage as you’ve dealt to every creature since the last time you’ve used this feature. If this is your first time using this feature, then you deal 3d10+10 force damage, this beam bypasses all damage resistances. Alternatively you can expend a spell slot except Cantrips or 1st level spells to regain a number of spell slots equal to that number, (EX: 8th level spell slot expended can equal 2 level 4 spell slots, 4 level 2 spell slots, 2 level 3’s and a level 2 spell slot, etc.)

If you choose this path you cannot choose the Essence, or Troupe features until you hit your 3rd epic boon, then you can choose only one extra path. When you hit your 9th epic boon you can choose another extra path.

 

Ruinic

Starting at 14th level, you choose the path of Ruinic, empowering yourself with the hidden magic of runes floating around us. Upgrade 2 skills by 1d4, the upgraded skills you become proficient in. You can do this again at 12th, 14th, 16th, 18th, and 20th levels, empowering yourself with more runes. You also gain 1 9th level spell slot and learn Blade of Disaster or Imprisonment (your choice), you can cast either of these spells at will without expending a spell slot or components, but can only use this feature once every 3 days.

Starting at 20th level you can raise your hand and start creating a runic circle. It takes a concentration of 1 minute and you cannot take an action while summoning this circle. If you take damage from a projectile or spell that requires a ranged attack roll that rolls higher than 18, your concentration is immediately broken and you cannot use your right hand. You also take an additional 18 necrotic damage on top of this. If the spell ends without being interrupted, the runic circle is completed, you take 1 exhaustion point, but you can command the circle to shoot a plasma beam in the direction it’s facing (no action required), any creature in a 100ft long, 20ft wide line must make a dexterity saving throw (higher than 17) with disadvantage and you subtract 1d4 from that roll. On a failed save the creature takes 30d20 radiant damage, 20d20 force damage, and is knocked prone. If they roll lower than a 10 they take max damage. If any creature dies or is knocked to 0 hit points from this attack, they dissolve into ash and you regain as many hit points as their hit point maximum. As soon as the beam has ended, the circle disappears and you take 80 force damage (before you regain a creatures hit point maximum). You need to have unlocked the Essence path on top of the Ruinic path to use this feature.

 

Previous Versions

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