Base Class: Wizard
Starting at 2nd level, you have the ability to create a magical hat that acts as your spellbook and arcane focus. Using a hat (not a helm or helmet), a strip of fabric for a band, and a special ink magically infused with mercury you begin an hour long ritual to create a special hat that allows you to casts spells and provides you with other abilities. During this process, your spellbook, arcane focus (or basic material components) are absorbed into the hat. Upon completion, arcane runes glow on the hat and then fade. The runes represent the spells you know, and when you learn a new spell, you use the special ink to inscribe the spell on the hat.
You learn spells as indicated by the Wizard Class. The cost to inscribe additional spells is the same as a Spellbook. If your hat is lost or removed, you cannot cast spells. The hat must be on your head to cast spells. Your hat is a magical object.
Hat of Disguise Hat
Starting at 2nd level, your trip into arcane haberdashery allows you to transform your hat into any normal hat at will.
Hat of Rabbits
When you first select this subclass at level 2, you can pull a rabbit out of your hat! You can pull a number of rabbits equal to your INT modifier. As soon as a rabbit from the hat takes any damage, it vanishes.
Hat of Recall
At 2nd level, sparking the magical bond between Hatomancer and hat, you can use a Bonus Action to recall your hat to your hands as long as it is on the same plane of existence.
Hat Trick
After creating your third magical hat, roll a Wisdom Saving Throw vs your Spell Save. On a Failed Save, you are under the effects of the Confusion spell for 1d4 hours. You repeat this Saving Throw on every magical hat you make thereafter.
Hat Creation: Disguise Self
Beginning at 6th level, your hat allows you to cast Disguise Self at will. By spending spell slots (up to three) and performing a 1hr ritual, you can create a hat that grants whoever dons it the ability to cast Disguise Self as a free action based on the amount of spell slots used. After the spell is used up, the hat crumbles to dust. Creating this hat counts towards the Hat Trick total.
Hat Creation: Animate Object
At 10th level, by expending a 5th level spell slot and spending 1hr performing the hat creation ritual, you can create a hat that has a limited form of the Animate Objects spell. When you place the hat on a nonmagical object (only one object per hat) it comes to life following the Animate Objects rules. This counts towards the Hat Trick total.
Hat Attack
At 14th level, you gain the ability to use your hat as a Ranged Spell Attack. Takes 1 Action. Spend a 7th level spell slot or higher, and your hat (the special one with all of your spells) becomes infused with Force energy. You then direct your hat into your enemies, dealing Force damage to three in a nearby cluster. You must be within 20 feet of your primary target, and the two other targets must be adjacent to the primary target. On a successful hit of a Ranged Spell Attack (rolling an Attack Roll for each target), the targets take 2d10 Force damage. Your hat becomes a Projectile and can be caught by a Monk with Deflect Missiles or otherwise stopped.
Previous Versions
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5/28/2019 12:06:02 AM
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275
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Coming Soon
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