Base Class: Wizard
The study of souls, a practice not far from necromancy- yet not quite as simple. It is an often overlooked idea to shift the fundamentals to something that can be considered taboo. Experimental and not at all fully understood, where this research takes many are a few choices... to control others, to extend life, to create life...
They are called Animancers, each with the taboo interest on direct study of the soul. Looking deep into which is hidden from view and basing entire magics around it. This is not a field of study to be taken lightly... for with it comes a stigma.
Glitch Bandage
Glitch Bandage
Field of Research
2nd-level School of Animancy feature
Starting at 2nd level when you select this school, you choose one of the Fields of Research you fall in line with.
Perfection
When you choose this Field of Research, you select a mundane simple weapon and a spell book, the weapon and spell book meld together. You immediately gain proficiency in that weapon and attune to it. The weapon becomes sentient and functions as a spell casting focus, you use your Intelligence modifier when making attacks with this weapon and attacks made with it are considered magical for the purposes of bypassing resistances.
The weapon shares your Intelligence, Wisdom, and Charisma modifiers and it has hearing and darkvision out to a range of 60 feet. It can read and understand any languages you know and can speak.
As a bonus action, you can toss the weapon into the air and it begins to hover with a flying speed of 10 feet, as part of this same bonus action you can make an attack on a target within range of the weapon's maximum range. While the weapon hovers, you can use a bonus action to cause it to fly up to 10 feet to another spot within 10 feet of you. As part of the same bonus action, you can cause the weapon to attack one creature within it's maximum range.
Preservation
When you select this Field of Research, you gain Soul slots equal to your Wizard level. Soul slots start out empty and must be filled by taking a bonus action to sacrifice 10 hit points to fill 1 slot, when you do you gain 10 temporary hit points. These slots can be expended as a reaction to heal a target that has taken damage from a hostile source within 30 feet of you (including yourself) or to create temporary hit points, the amount of temporary hit points or healing each are equal to Soul slots expended times 5. The maximum total number of slots you can expend is equal to half your Wizard level.
Soul slots decay after 30 seconds losing all of your slots if the timer runs out, this timer is reset if you have taken damage.
Puppetry
When you select this Field of Research, you can choose to gain full and permanent control over a creature of a CR equal to or lower than half your Wizard level by sacrificing a number of your hit point maximum equal to the creature's CR (minimum of 1 rounded up from CR 0) times your proficiency bonus and performing a 12 hour ritual on the target. After which the creature will obey your commands without fail and can not be charmed or controlled in any way by another creature or spell. This creature acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. It takes the dodge action unless issued a verbal command. When your puppet dies you regain your lost maximum hit points after you complete a long rest.
A creature is immune to this control if it has legendary actions, is undead, or a construct.
Hit points that are lost to this feature can not be regained in any way except for releasing control of your chosen creature.
Expose Soul
6th-level School of Animancy feature
When you cast a spell that requires a saving throw on a creature and it fails. You can choose to expose its soul, granting it disadvantage on a different saving throw or advantage on one attack against it of your choice once. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses on a long rest.
Perfection Adept
Starting at 6th level, when you take the attack action using your Perfection sentient weapon and no other weapon. You may make an additional attack. If you roll a 20 on the attack roll, you may immediately cast a cantrip as part of that action.
Your Perfection sentient weapon now has a flying speed of 15 feet when you toss it into the air and cause it to hover. While it is hovering you can use a bonus action to cause it to fly up to 15 feet to another spot within 15 feet of you. As part of the same bonus action, you can cause the weapon to attack one creature within it's maximum range.
Preservation Adept
Starting at 6th level, you can use your bonus action to convert a spell slot into a Soul slot. A level 1 spell slot converting to 2 Soul slots.
Puppetry Adept
Starting at 6th level, you can sacrifice the life of one of your puppets to cast a spell of a level equal to or lower than half of the creature's CR (rounded down to a minimum of 1). The spell must be one that you have prepared.
Silver Eyes
Starting at 10th level, you can peer directly at the souls of others. You can use your action to detect all creatures that are within 120 feet of you that isn't a construct or undead. If a creature is within 5 feet of you when you use this feature you learn exactly what the creature is and advantage on all Intelligence checks made toward or against that creature for 1 minute. You can use this feature a number of times equal to your proficiency bonus and regain expended uses when you complete a long rest.
Perfection Expert
Starting at 10th level, your sentient weapon refines as you can now select martial weapons that do not contain the special property and gain a +1 bonus to your attack and damage rolls made with it. Additionally you can create a second sentient weapon. The second weapon can only be used as long as you are attuned to the first weapon.
The attack and damage bonus increases to +2 at level 15, and +3 at level 20.
Preservation Expert
Starting at 10th level, you can expend a Soul slot as a bonus action to target a creature within 30 feet (including yourself) and grant one of the following effects:
- Increase movement speed by 10 until the start of your next turn.
- Advantage on all Dexterity or Strength checks until the start of your next turn.
- Advantage on Constitution saving throws until the start of your next turn.
- Advantage on all Wisdom, Intelligence, or Charisma checks until the start of your next turn.
Puppetry Expert
Starting at 10th level, when one of your puppets dies, you may use an Action to take damage equal to its CR times 2 (minimum of 2 damage), this damage can not be reduced in any way. The creature comes back with half of its total hit points and has lethargy for one turn.
True Animancy
Starting at 14th level, damage from leveled spells you cast from the Wizard spell list can be converted to soul damage. This damage type does not affect constructs or undead.
Perfection Mastery
Starting at 14th level, you master the creation of sentient weapons. You can now select weapons that contain the special property and can create a third sentient weapon. This weapon only functions while you are attuned to the first sentient weapon. While you wield one of your sentient weapons you gain a +1 bonus to your armor class.
Your weapon now has 30 feet flying speed when you toss it into the air to cause it to hover, as part of this same bonus action you can make an attack on a target within range of the weapon's maximum range. While the weapon hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the weapon to attack one creature within it's maximum range.
Preservation Mastery
Starting at 14th level, while you have 10 or higher Soul slots you gain resistance each turn to the first instance of damage from a hostile target.
Puppetry Mastery
Starting at 14th level, your puppets no longer require a verbal command to follow your orders. Their very souls now move to your whim.
Your puppets attacks now count as magical for the purposes of bypassing resistances.
Previous Versions
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10/22/2023 10:46:27 PM
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10/23/2023 10:09:15 PM
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10/29/2023 12:46:08 PM
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10/29/2023 6:31:45 PM
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