Base Class: Wizard
The Divine Anomalist
While most wizards treat the arcane as a precise science of equations and geometric components, the Divine Anomalist looks at the very fabric of divine creation, a path normally reserved for Clerics, holy warriors, or the pure of heart, and sees a canvas to be stretched, bent, and forced into compliance. In the mythic lands of Thylea, where the ancient laws of the gods and Titans, and the decree of the Fates govern all things, a Divine Anomalist dares to meddle with the foundational threads of existence.
This pursuit of raw, unyielding power comes at a terrible price. By pushing the boundaries of divine power to fuel arcane spellcasting, Divine Anomalists intentionally induce localized instability. Every surge of their magic risks tearing a rift to the Underworld, invoking the stormy wrath of Sydon, or shattering the local timeline. They are tragic figures who walk a knife's edge—wielding immense, reality-bending power while constantly tethered to the looming threat of their own volatile undoing.
As a Divine Anomalist, your magic is a heavy, dangerous burden, and every spell you cast is a calculated gamble against fate and the god's ire.
Level 3: Forbidden Knowledge
In your study of proscribed power, you learn Celestial or another language of your choice.
In addition, choose a level 1 spell from the Cleric spell list. You always have it prepared. You can change your chosen spell when you finish a Long Rest.
Forbidden Knowledge - Level 1 Cleric Spell
In addition, choose a level 1 spell from the Cleric spell list. You always have it prepared. You can change your chosen spell when you finish a Long Rest.
Forbidden Knowledge: Language
In your study of proscribed power, you learn Celestial or another language of your choice.
Level 3: Intrusion
Your search into the forbidden reaches beyond the universe yields great power but comes at the risk of letting something from beyond intrude into your reality.
You have an Intrusion Die, which starts at a d6, that can change as you use your features. The die can increase or decrease, along this progression of die sizes: d2, d3, d4, d6, d8, d10, d12.
The size maximum for your Intrusion Die is its starting size, which increases by one step when you reach Wizard levels 5 (d8), 11 (d10), and 17 (d12).
When you use a feature that risks Intrusion, roll your Intrusion Die. On a 2 or higher, no Intrusion occurs, and the Intrusion die reduces in size one step on the progression.
On a roll of 1, the Intrusion Die rises in size one step, and you roll on the Intrusion table to determine what happens as reality fractures. Intrusions use your spell save DC.
The Intrusion Die increases in size by one step (up to its starting size) when you finish a Short Rest, and it resets to its starting size when you finish a Long Rest.
Additionally, you can focus alien potency into your spells. When you cast a spell using a spell slot, you can risk Intrusion to choose one of the following.
Overwhelming Mind. Creatures subtract the amount rolled on the intrusion die from the first saving throw they make against the spell.
Seeking Eye. You have Advantage on the first attack roll you make for the spell.
| 1d12 | Effect |
|---|---|
| 1 | A thundering divine echo fills your ears, rattling your mortal senses. Until the end of your next turn, you can only do one of the following on a turn: take an Action, a Bonus Action, or move. |
| 2 | The churning wrath of divine storms pulls at the air, creating a 30-foot Emanation around you. Each creature (including you) in the area struggles against the crushing pressure. An affected creature's Speed is halved until the end of your next turn. |
| 3 | Your divine spark desperately seeks a conduit to vent its pressure. The nearest other creature within 60 feet of you must succeed on a Constitution saving throw or take Radiant damage equal to two rolls of your Intrusion Die (at its starting size), and you regain a number of Hit Points equal to the damage dealt. |
| 4 | For a split second, your form flickers into your father's true, blinding mythic visage. Divine light tears through your space until the end of your next turn. You and each creature that can see you must succeed on a Wisdom saving throw or have the Frightened condition while the visage exists. |
| 5 | One of your arms warps into an alien appendage, a snake twisting and writhing for 1 minute. You can make [Tooltip Not Found] with the limb using your spell attack bonus. Instead of the normal damage, roll a number of your Intrusion dice (at its starting size) equal to your Proficiency Bonus. The target takes Acid damage equal to the total rolled. |
| 6 | Visions of the raw, majestic light of Hyperion or the swirling mists of the Forgotten Sea, mythic landscapes overwhelm your vision, giving you the Blinded condition until the end of your next turn. |
| 7 | The crushing weight of a tragic prophecy disorients you, giving you the Incapacitated condition until the end of your next turn. |
| 8 | You experience an agonizing surge of raw omniscience. You take Psychic damage equal to two rolls of your Intrusion Die (at its starting size), and for 1 minute, your spell save DC is increased by 2. |
| 9 | You aggressively siphon a burst of raw divine energy to instantly regain an expended spell slot of level 5 or lower (your choice). However, the burning celestial friction forces you to take Radiant damage equal to twice the slot’s level. This damage can’t be reduced or prevented in any way. |
| 10 | When you cause this Intrusion and at the end of each of your turns for 1 minute, violent seismic tremors or pulses of pure divine shockwaves ripple outward and fill a 15-foot Emanation originating from you, giving you and each creature in it the Prone condition. |
| 11 | For 1 hour, the judgment of ancient, unseen deities manifests as a choir of disapproving, disembodied whispers echoing in your mind. While you can hear the divine judgement, you have Disadvantage on ability checks and saving throws that rely on Wisdom. |
| 12 | The violent breach of your containment tears a brief rift to the mythic wilds. An Aberration or a Monstrosity (such as a minor divine avatar, a rogue nymph, or an ancient beast) with a CR equal to your Wizard level or lower (GM's choice) appears in an unoccupied space within 30 feet of you. The GM decides the creature's attitude (Hostile/Indifferent/Friendly) and actions. |
Level 6: Fractured Loom
Choose a spell of level 3 or lower from the Cleric spell list. You always have the spell prepared. You can change your chosen spell when you finish a Long Rest. When you cast the spell, you can risk Intrusion to remove the need to Concentrate on it, and the spell ends after 1 minute or its normal duration, whichever is shorter.
Additionally, you can cause an automatic Intrusion (and increase the die’s size one step, up to its starting size) to cast the spell once without a spell slot, and you regain the ability to do so when you finish a Long Rest.
Level 10: Divine Presence
When you cause an Intrusion, you can roll twice on the Intrusion table and choose which result to use, and you can negate the Intrusion by gaining 1 Exhaustion level.
Additionally, you gain one of the benefits below, and you can change your chosen benefit when you finish a Long Rest. As a Bonus Action, you can cause an automatic Intrusion (and increase the die’s size one step, up to its starting size) to change your chosen benefit.
Godly Consciousness. You gain Immunity to the Charmed and Frightened conditions, and you can’t be possessed.
Divine Resistance. You gain Resistance to Necrotic and Radiant damage.
Ascension. You gain a Fly Speed equal to your Speed and can hover.
Ascension
You gain the benefit Ascension, and can change your chosen benefit when you finish a Long Rest. As a Bonus Action, you can cause an automatic Intrusion (and increase the die’s size one step, up to its starting size) to change your chosen benefit.
You gain a Fly Speed equal to your Speed and can hover.
Divine Resistance
You gain the benefit Divine Resistance, and can change your chosen benefit when you finish a Long Rest. As a Bonus Action, you can cause an automatic Intrusion (and increase the die’s size one step, up to its starting size) to change your chosen benefit.
You gain Resistance to Necrotic and Radiant damage.
Godly Consciousness
You gain the benefit Godly Consciousness, and can change your chosen benefit when you finish a Long Rest. As a Bonus Action, you can cause an automatic Intrusion (and increase the die’s size one step, up to its starting size) to change your chosen benefit.
You gain Immunity to the Charmed and Frightened conditions, and you can’t be possessed.
Level 14: Demigod
The nature of distance and location is revealed for the lie that it is. You always have the Scrying spell prepared.
When you cast Scrying, you can risk Intrusion to choose one of the following.
All Knowing. Treat your connection to a target creature as if you have part of its body.
All Seeing. Cast the spell as an action instead of its normal casting time.
When you cast Scrying, during the spell’s duration, you can cause an automatic Intrusion (and increase the die’s size one step, up to its starting size) to teleport yourself, and any willing creatures within 10 feet of you, to unoccupied spaces you can see through the scrying sensor. Once you teleport in this way, you can’t do so again until you finish a Long Rest.
Previous Versions
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