Wizard
Base Class: Wizard

In the Vedari worldview, reality has two aspects: the Flow, which is the fundamental energy of the universe, and the illusory Veil, which hides reality's true nature. Through natural processes, the Flow gives rise to the Veil, like how speech is made from sound energy, but carries meaning our minds can understand.

Vedari wizards see magic as a process where beliefs and ideas that originate from the mind are manifested in reality: in their terminology, using the Veil to control the Flow. This perspective on magic is the foundation of the School of the Vedari.

Initiates to the school are taught two fundamental skills: Navigating the Veil and Parting the Veil. Navigating the Veil means to step out of the moment, taking a bird's-eye perspective on the situation, analyzing the problem to understand hidden patterns, and making predictions for the past and future. Parting the Veil means to step into the moment, attuning to the world as it truly is, freeing the mind from the illusions of past and future, and giving intuition space to discover solutions without thought. Over time, these practices fundamentally change the Vedari's understanding of themselves and their relationship with reality.

The Vedari is a reactive subclass that focuses on gathering information and using its magic to manipulating the battlefield on a higher level.

You gain Proficiency with Investigation. If you are already proficient or would later gain proficiency from another feature, you gain Expertise instead.

Level 3: Part the Veil

Your meditative training teaches you to glimpse the world beyond the Veil and realize how thoughts are illusions that hold no power over your true self. Whenever you take the Dodge action, you gain the following benefits until the beginning of your next turn.

  • Present Awareness. You have Advantage on Wisdom saving throws and Constitution saving throws to maintain concentration.
  • Move with the Flow. At the end of another creature's turn, you can use your Reaction to take a Magic Action. You cannot use this action to cast a spell using a spell slot if you have already cast a spell with a spell slot since the beginning of your most recent turn. After using this feature, you can't use it again until you finish a Short Rest or Long Rest.

Level 6: Intuitive Spellcasting

You learn one additional cantrip, which must be from the Bard, Cleric or Druid spell lists. You can change your choice whenever you take a Long Rest.

In addition, when you prepare your daily Wizard spells, you can prepare one additional spell. The spell must be from the Bard, Cleric or Druid spell lists, cannot have costly material components, and you must have a spell in your spellbook that shares its school and is of the same level or higher. When you finish a Short Rest, you can change your choice instead of using your Memorize Spell feature.

Starting at 14th level, you can prepare one additional spell this way.

Level 10: Universal Consciousness

Freeing your mind from the perspective of your own body, you magically expand your consciousness. As a Bonus Action, you perceive all space in a cylinder that is 10 ft. in radius and 30 ft. in height. The cylinder moves with your center of consciousness (usually your brain), so that it extends up to 20 ft. above ground level and down to 10 ft. below you.

You know the exact location of any object, creature or structural feature inside this cylinder that is 1 inch or larger, including things that are invisible, but not things that are on a different plane of existence. If something warded against divination magic overlaps with the cylinder, you sense the shape of the overlap region, but nothing inside the region. You get a sense of the physical properties of materials, such as their hardness, temperature, relative motion, etc. You also sense the presence of any conscious entities and have Advantage on Wisdom and Charisma checks to interact with these creatures.

As a Bonus Action while the effect is active, you can choose a creature you can sense inside the cylinder and experience the world from that creature's subjective perspective instead of your own. You see what it sees and hear what it hears, benefitting from any of its special senses, and sense its emotions and surface thoughts. You can still move your own body and interact normally with things inside the cylinder, but you cannot perceive anything outside this region unless they are perceived by the target. This lasts for as long as the target remains within the cylinder, or until you use this Bonus Action to choose a different creature.

The cylinder remains in effect for 10 minutes. Once you use this feature, you can’t use it again until you finish a Long Rest.

Level 14: One with the Flow

Your meditative training has made you aware of the Flow in every moment of your life. You now permanently have the benefits of your Part the Veil feature without needing to take a Dodge action. In addition, you gain the following benefit.

  • Words are Sounds. You can choose to be unaffected by effects that require you to understand or share a language. Furthermore, you can magically abolish meaning from your own speech. The sounds you make can still be understood by creatures who share your language, but is treated as neither a truth nor a lie, cannot be translated by magic, and cannot be used to activate magical triggers.

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