Wizard
Base Class: Wizard

“...We are born of the blood, made men by the blood, undone by the blood. Our eyes are yet to open..."

The College of Byrgenwerth is the foremost institution of higher learning thanks in no small part to its scholars discovering the ancient labyrinths beneath the college and surrounding areas. it was the discovery of the labyrinths that opened up the line of study that you and your peers seek to understand: The Great Truth. There are many who seek to unravel the secrets of the Truth through various means: Blood, Communion, or Sacrifice. But not you. You are a true believer in the teachings of Master Willem. It is only through the lining of one's mind with eyes, that we are able to ascend our understanding.

Inspired by the Bloodborne videogame by Fromsoftware

Level 3: Byrgenwerth Scholar Tools

As a member of the College of Byrgenwerth, you have access to a variety of tools that make you a formidable opponent.

You never know what your may chance upon in your studies of the labyrinth and its mysteries. As such, you are given your choice of the following Trick Weapons. Choose one to start with. You may choose one additional Trick Weapon at Wizard Levels 4 and 5, or at your DM's discretion.

Trick Weapons

Kirkhammer Standard: One-Handed Longsword - 1d8 Slashing Transformed: Two-Handed Warhammer - 1d8 Bludgeoning Standard Weapon Properties: Versatile (1d10)  Transformed Weapon Properties: Two-Handed, Heavy Weapon Mastery: Push
Tonitrus Standard: One-Handed Morningstar - 1d8 Bludgeoning Transformed: One-Handed Electrified Morningstar - 1d6 Bludgeoning + 1d4 Lightning Standard Weapon Properties: Versatile (1d10)  Transformed Weapon Properties: Re-juice  Weapon Mastery: Vex
Threaded Cane Standard: One-Handed Quarterstaff - 1d6 Bludgeoning Transformed: One-Handed Whip - 1d4 Slashing Standard Weapon Properties: Versatile (1d8)  Transformed Weapon Properties: Finesse, Reach Weapon Mastery: Slow

Trick Weapons have two different forms: Standard and Transformed. You can change between the two as a Bonus Action on your turn. You are Proficient with the Trick Weapon you choose and can choose it as one of the Weapon Masteries you know per Long Rest. The Weapon Mastery works on both the Standard and Transformed forms of the Trick Weapon.

Scholar's Off-Hand Item

You also choose one of the following Off-Hand items. The item is held in your off hand as long as the weapon in your main hand is One-handed. Again, you can choose another at Wizard Levels 4 and 5, or at your DM's discretion. See the explanation of the Weapon Properties below the chart. You are Proficient with the item you choose and can choose it as one of the Weapon Masteries you know per Long Rest.

Blunderbuss One-Handed Shotgun - 1d10 Piercing Quicksilver Bullet Cost: 2 per Shot Range: 10ft. Weapon Properties: Spread, Parry Weapon Mastery: Topple
Flamesprayer One-Handed Flamethrower - 2d6 Fire Quicksilver Bullet Cost: 2 per Shot Range: 5ft. Weapon Properties: Fire Spread, Parry Weapon Mastery: Graze
Repeating Pistol One-Handed Pistol - 2d6 Piercing Quicksilver Bullet Cost: 2 per Shot Range: 15/30ft. Weapon Properties: Double Shot, Parry Weapon Mastery: Slow

Quicksilver Bullets

You have a number of Quicksilver Bullets equal to your Proficiency Bonus. You regain all spent Quicksilver Bullets every time you complete a Short Rest. However, you may gain two additional Quicksilver Bullets by expending 1/4th of your Total Hit Points (Rounded Down). These "Blood Bullets" deal the the Hunter's Firearm's normal damage with -2 penalty and last until you complete a Long Rest. You can produce these "Blood Bullets" once per Long Rest.

Weapon Properties

Re-juice - After making a successful hit with the Tonitrus in its Transformed state, you must use your Bonus Action to re-juice the electricity in the weapon to use the Transformed state again. Otherwise, it will deal its Standard state damage.

Parry - When a creature makes an Attack on you, you can use your Reaction to fire your Hunter's Firearm at them. Make a Ranged Attack on the attacking creature with Advantage. If the Attack hits, it deals half the Hunter's Firearm's damage and adds +2 to your AC, possibly allowing the Attack to miss. You must have an adequate number of Quicksilver Bullets available to use this Weapon Property. If a "Blood Bullet" was used for the Parry, add the -2 penalty to the halved damage. Even if no damage is dealt, you still gain the +2 AC bonus. The AC Bonus only applies to the attack you Parry and is lost immediately after.

Spread - When the weapon is fired, the Quicksilver Bullets are shredded in the barrel and spread out in a Cone. Any creatures standing to the immediate left or right of the targeted creature can be hit with the weapon's damage without the need to roll an Attack against them. Roll your Attack against the target creature and on a hit choose an additional creature in range of the spread. After you roll the damage, you can choose to deal 1/4 of the damage (Rounded Down) to the second targeted creature with the rest hitting the main target.

Fire Spread - When the Flamesprayer is fired, the Quicksilver Bullets are melted in the device and spread out in front of you in a fiery Cone. Any creatures standing to the immediate left or right of the targeted creature can be hit with the weapon's damage without the need to roll an Attack against them. Roll your Attack against the target creature and on a hit choose an additional creature in range of the spread. After you roll the damage, you can choose to deal 1/4 of the damage (Rounded Down) to the second targeted creature with the rest hitting the main target.

Double Shot - The weapon fires two Quicksilver Bullets at one time for 1d6 Piercing each. This is already calculated into the weapon's damage (2d6 Piercing).

Level 3: Caryll Runes

The Runesmith, Caryll, transcribed the mutterings of the Great Ones into runes that can be memorized to grant certain boons. Choose one of the following runes to memorize. You must be the appropriate Wizard level to memorize a rune, notated beside the rune name, and can pick a different rune to memorize every time you complete a Long Rest.

Certain runes can be memorized with its upgraded version to receive both benefits. Example: Clear Deep Sea + Clear Deep Sea II grants you Resistance to Poison damage AND a -3 reduction of Poison damage.

You can memorize 2 runes at Wizard level 7 and 3 runes at Wizard level 15.

Caryll Runes

Clear Deep Sea - Level 3 - Reduces Poison damage by 3

Clockwise Metamorphosis - Level 3 - Increases Hit Point Maximum by 5

Dissipating Lake - Level 3 - Reduces Lightning damage by 3

Fading Lake - Level 5 - Reduces Fire damage by 3

Formless Oedon - Level 6 - Increases Quicksilver Bullet maximum by 1

Communion - Level 7 - Increases all healing you receive by 3

Counter-Clockwise Metamorphosis - Level 7 - With this rune memorized, you always have the Haste spell stocked and it doesn't count against your prepared spells

Eye - Level 9 - Grants Advantage on all Investigation and Arcana checks

Clear Deep Sea II - Level 11 - Grants Resistance to Poison damage

Formless Oedon II - Level 11 - Increases Quicksilver Bullet maximum by 2

Blood Rapture - Level 13 - Kills with your Trick Weapon heal you for 1d6 Hit Points

Clockwise Metamorphosis II - Level 13 - Increases Hit Point Maximum by 8

Fading Lake II - Level 15 - Grants Resistance to Fire damage

Oedon Writhe - Level 15 - Kills with your Trick Weapon grants 1 Quicksilver Bullet (up to maximum)

Communion II - Level 17 - Increases all healing you receive by 5

Deep Sea - Level 17 - Grants Resistance to Psychic damage

Clawmark - Level 17 - Your Critical Hits with Trick Weapons deal an additional 1d10 of damage

Lake - Level 17 - All non-magical damage you take is reduced by 5

Level 6: Inkling of Greatness

You begin to comprehend a sliver of the power and knowledge that Great Ones can grasp as easily as breathing. This comprehension, no matter how small, empowers you.

Every time you cast a spell, roll a d4. If the number the dice lands on is the same level as the spell cast, the spell slot is not expended. If you are upcasting a spell, you have to declare you are doing so, and the level you are upcasting at, before rolling the dice. You can successfully use this ability 1 time per Long Rest.

Level 10: Eyes on the Inside

You feel your mind begin to expand in its scope of understanding and manifest your new found insight upon reality.

As a Bonus Action, you can choose to cast a Divination, Illusion, or Transmutation spell you have prepared that is no higher than 3rd level with a casting time of an Action. You can do this once per Long Rest.

Level 14: Power of the Old Ones

You have perceived a small portion of the power the Old Ones possess and learned to make it your own. The limitless power of the cosmos is at your fingertips.

Every time you cast a spell, roll a d8. If the number the dice lands on is the same level as the spell cast, the spell slot is not expended. If you are upcasting a spell, you have to declare you are doing so, and the level you are upcasting at, before rolling the dice. You can successfully use this ability 2 times per Long Rest.

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