Base Class: Wizard
Arcane Tradition: Order of the Pale Ink
Wizards of the Order of the Pale Ink serve as custodians of forbidden and forgotten knowledge. Sworn to the Tower of Shadows, an ancient library said to contain all lore that has slipped from mortal memory, these arcanists do not seek knowledge for glory or acclaim. They collect what has been erased, outlawed, or deliberately suppressed.
Members of the Order are chosen rather than recruited. Each is bound to a Fey Knowledge Spirit, a sentient fragment of lost lore that seeks a mortal anchor. These spirits are drawn to individuals who are themselves forgotten in some way—exiles, disgraced scholars, erased heirs, or survivors of histories rewritten.
Through ritual inscription and folded parchment, the wizard grants the spirit physical form. Together, wizard and spirit preserve truths too dangerous to be lost entirely.
Knowledge cannot be destroyed. It can only be misplaced.
Pale Ink Initiate
2nd-level Order of the Pale Ink feature
When you choose this tradition at 2nd level, a Fey Knowledge Spirit binds itself to you. You learn a ritual that allows you to grant it physical form.
During a 1-hour ritual, you inscribe enchanted parchment with specially prepared ink and fold it into an intricate origami construct. The ritual requires 50 gp worth of rare paper and specially prepared ink, which are consumed by the ritual. The folded construct becomes the vessel for your Fey Knowledge Spirit and functions as a familiar, as if summoned by the find familiar spell, with the following changes:
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The familiar is a Fey.
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It appears as a normal animal of your choice, sustained by illusion magic.
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If the illusion is suppressed or dispelled, its true form is revealed as folded parchment inscribed with shifting script.
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The familiar’s hit point maximum equals half your wizard level + your Intelligence modifier (minimum of 1).
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It adds your proficiency bonus to its AC, saving throws, and skill checks.
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In combat, the familiar acts on your initiative count and takes its turn immediately after yours.
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The familiar has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
If the familiar is reduced to 0 hit points, it collapses into scattered pages. The Fey Knowledge Spirit returns to the Tower of Shadows, and you can recreate the familiar by performing the ritual again during a long rest.
You may change the familiar’s animal form by performing the ritual again. Doing so requires 10 gp worth of paper and ink, which are consumed during the ritual.
Scriptbound Bond
Your life and your familiar’s form are sustained by shared script.
When the familiar takes damage, after applying its resistances and vulnerabilities, that damage is divided evenly between you and the familiar, rounded down. Each of you takes that amount of damage.
This damage cannot be reduced or redirected by any feature that would transfer damage to another creature.
If this shared damage reduces you to 0 hit points, the familiar immediately collapses into scattered pages.
Imbued Spell Script
During a long rest, you may imbue a number of wizard spells you know equal to your proficiency bonus into your familiar.
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These spells must be of a level you can cast.
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Cantrips count toward this limit but do not require expending a spell slot.
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For each spell of 1st level or higher, you must expend a spell slot of that level when you imbue it.
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While a spell remains imbued, you cannot prepare or cast that spell yourself.
On its turn, the familiar may cast one imbued spell, using your spell attack bonus and spell save DC.
If an imbued spell requires concentration, you must maintain concentration as normal.
Once the familiar casts a spell of 1st level or higher, that spell is expended and cannot be cast again until you finish a long rest and imbue spells again.
If the familiar is destroyed, all imbued spells are lost.
Offering to the Tower
6th-level Order of the Pale Ink feature
Your bond to the Tower of Shadows demands tribute.
Once per year, you must deliver an offering of forbidden or forgotten knowledge to the Tower. The nature of this offering is determined by you and the DM, but it must represent a meaningful discovery, recovery, or sacrifice of lore. Examples include:
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A lost spell or ritual
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A true name erased from record
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A suppressed historical truth
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A written memory willingly surrendered
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A piece of knowledge intentionally destroyed elsewhere
Presenting the offering requires a long rest spent in ritual inscription.
Upon completing the offering, you may petition the Tower for insight. Choose one wizard spell of a level you can cast. Until you finish your next long rest, that spell counts as prepared for you and does not count against the number of spells you can prepare.
If a year passes without fulfilling this obligation, your connection to the Tower weakens. You cannot use your Script of Preservation feature until the debt is repaid.
Script of Preservation
6th-level Order of the Pale Ink feature
Your familiar can release a burst of protective marginalia, momentarily reinforcing nearby minds with sigils of pale ink.
As a bonus action, you cause your familiar to unfurl spectral script in a sudden pulse. Your familiar and each creature of your choice within 5 feet of it gain temporary hit points equal to your wizard level + your Intelligence modifier.
Until the start of your next turn, creatures that gain these temporary hit points have advantage on Intelligence saving throws.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Script of Containment
10th-level Order of the Pale Ink feature
You can inscribe binding glyphs in Pale Ink to restrain dangerous truths.
As an action, you target one creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw against your spell save DC or become restrained by spectral script for up to 1 minute.
While restrained in this way, faint sigils bind the creature’s limbs and partially obscure its form in drifting marginalia.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Living Marginalia
14th-level Order of the Pale Ink feature
Your mastery of forbidden script allows you to annotate reality itself.
When you or a creature you can see within 60 feet of you makes an ability check, attack roll, or saving throw, you can use your reaction to inscribe a fleeting annotation upon fate. Roll a d8 and choose to add or subtract the number rolled from the result.
You can use this feature after the roll is made but before the outcome is determined.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Wizards of the Order of the Pale Ink walk the margin between memory and erasure. They bind dangerous truths in folded parchment, preserve what the world would abandon, and ensure that forgotten knowledge does not tear at the seams of reality.
If the world will not remember, someone must.
Level 2: Pale Ink Initiate
2nd-level Order of the Pale Ink feature
When you choose this tradition at 2nd level, a Fey Knowledge Spirit binds itself to you. You learn a ritual that allows you to grant it physical form.
During a 1-hour ritual, you inscribe enchanted parchment with specially prepared ink and fold it into an intricate origami construct. The ritual requires 50 gp worth of rare paper and specially prepared ink, which are consumed by the ritual. The folded construct becomes the vessel for your Fey Knowledge Spirit and functions as a familiar, as if summoned by the find familiar spell, with the following changes:
-
The familiar is a Fey.
-
It appears as a normal animal of your choice, sustained by illusion magic.
-
If the illusion is suppressed or dispelled, its true form is revealed as folded parchment inscribed with shifting script.
-
The familiar’s hit point maximum equals half your wizard level + your Intelligence modifier (minimum of 1).
-
It adds your proficiency bonus to its AC, saving throws, and skill checks.
-
In combat, the familiar acts on your initiative count and takes its turn immediately after yours.
-
The familiar has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
If the familiar is reduced to 0 hit points, it collapses into scattered pages. The Fey Knowledge Spirit returns to the Tower of Shadows, and you can recreate the familiar by performing the ritual again during a long rest.
You may change the familiar’s animal form by performing the ritual again. Doing so requires 10 gp worth of paper and ink, which are consumed during the ritual.
Scriptbound Bond
Your life and your familiar’s form are sustained by shared script.
When the familiar takes damage, after applying its resistances and vulnerabilities, that damage is divided evenly between you and the familiar, rounded down. Each of you takes that amount of damage.
This damage cannot be reduced or redirected by any feature that would transfer damage to another creature.
If this shared damage reduces you to 0 hit points, the familiar immediately collapses into scattered pages.
Imbued Spell Script
During a long rest, you may imbue a number of wizard spells you know equal to your proficiency bonus into your familiar.
-
These spells must be of a level you can cast.
-
Cantrips count toward this limit but do not require expending a spell slot.
-
For each spell of 1st level or higher, you must expend a spell slot of that level when you imbue it.
-
While a spell remains imbued, you cannot prepare or cast that spell yourself.
On its turn, the familiar may cast one imbued spell, using your spell attack bonus and spell save DC.
If an imbued spell requires concentration, you must maintain concentration as normal.
Once the familiar casts a spell of 1st level or higher, that spell is expended and cannot be cast again until you finish a long rest and imbue spells again.
If the familiar is destroyed, all imbued spells are lost.
Offering to the Tower
6th-level Order of the Pale Ink feature
Your bond to the Tower of Shadows demands tribute.
Once per year, you must deliver an offering of forbidden or forgotten knowledge to the Tower. The nature of this offering is determined by you and the DM, but it must represent a meaningful discovery, recovery, or sacrifice of lore. Examples include:
-
A lost spell or ritual
-
A true name erased from record
-
A suppressed historical truth
-
A written memory willingly surrendered
-
A piece of knowledge intentionally destroyed elsewhere
Presenting the offering requires a long rest spent in ritual inscription.
Upon completing the offering, you may petition the Tower for insight. Choose one wizard spell of a level you can cast. Until you finish your next long rest, that spell counts as prepared for you and does not count against the number of spells you can prepare.
If a year passes without fulfilling this obligation, your connection to the Tower weakens. You cannot use your Script of Preservation feature until the debt is repaid.
Script of Preservation
6th-level Order of the Pale Ink feature
Your familiar can release a burst of protective marginalia, momentarily reinforcing nearby minds with sigils of pale ink.
As a bonus action, you cause your familiar to unfurl spectral script in a sudden pulse. Your familiar and each creature of your choice within 5 feet of it gain temporary hit points equal to your wizard level + your Intelligence modifier.
Until the start of your next turn, creatures that gain these temporary hit points have advantage on Intelligence saving throws.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Script of Containment
10th-level Order of the Pale Ink feature
You can inscribe binding glyphs in Pale Ink to restrain dangerous truths.
As an action, you target one creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw against your spell save DC or become restrained by spectral script for up to 1 minute.
While restrained in this way, faint sigils bind the creature’s limbs and partially obscure its form in drifting marginalia.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Living Marginalia
14th-level Order of the Pale Ink feature
Your mastery of forbidden script allows you to annotate reality itself.
When you or a creature you can see within 60 feet of you makes an ability check, attack roll, or saving throw, you can use your reaction to inscribe a fleeting annotation upon fate. Roll a d8 and choose to add or subtract the number rolled from the result.
You can use this feature after the roll is made but before the outcome is determined.
Once you use this feature, you can’t use it again until you finish a short or long rest.
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