Wizard
Base Class: Wizard

You've always been a little obsessed with magic, or at least your own concept of it. 
By the time, your obsession led you to the magical weave. The one thing every magic takes its power from. 
Controlled by Mystress, the goddess of magic, the weave is a dangerous and exhausting place to put your mind into but you come around quite well.

Weave touched

Starting at 2nd level, your understanding of the magical weave lets you become a compendium of knowledge on a vast array of topics. You gain proficiency bonus in two skills of your choice. Choose between Arcana, History, Nature, or Religion. You can double your proficiency bonus for all ability checks make with one INT ability of your choice.

Dive into the Weave

At 2nd level, you learned how to get a deeper understanding of the magic that surrounds you. As a Bonus Action you can allow your mind to dive deeper into the weave.
When you do so, you get the following benefits:

-When you cast a spell with a spell slot and the spell deals [acid, fire, force, lightning, necrotic, radiant or thunder damage], you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell).
-You replace one energy type for another by altering the spell's formula as you cast it.
-You add your intelligence modifier to your initiative. Alter the effect of spells at DM's discretion. (Character alignment can be crucial here.)

These effects last for one minute. You can use this feature a number of times equal to your proficiency bonus.

Weave Augmentation

At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.

-An additional 1st-level spell slot can increase the spell's raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage.
 If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.
-An additional 2nd-level spell slot can increase the spell's range. The spells range is doubled. If the range is touch, it's changed to 30 feet. If the range is self, it's changed to touch.
-An additional 3rd-level spell slot can increase the spell's potency. Increase the spell's save DC by 2.

Everchanging Strand

At 10th level, your body has adepted to the constant change in the weave. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can't use this feature again until you finish a short or long rest.

Knowledge of the weave

At 14th level, while your "dive into the weave" feature is active, you get access to more knowledge than you ever could think of.
As an action, you can call to mind the ability to cast one spell of your choice from any class's spell list. The spell must be of a level for which you have spell slots, you mustn't have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn't a wizard spell, it counts as a wizard spell when you cast it.
The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.

After you used this feature you roll a number of D6 equal to the spells level to determine the psychic damage you take from using this feature.
You can't use this feature again until you finish a long rest.

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