Base Class: Wizard
Some who study the arcane aren't satisfied with traditional schools of wizardry and turn to the murkier places in their hunger for power. Often confused with warlocks, these wizards hunger for knowledge and magical power, and they seek out beings from the lower planes, creatures from the Shadowfell, or vile covens of hags in order to learn otherworldly eldritch magic. Many who follow this path are willing to sacrifice anything, though many have moral lines, in order to learn powerful magic often reserved for those who enter pacts with eldritch entities. However, these wizards keep themselves free from pacts with powerful beings.
Level 3: Eldritch Savant
You gain access to the Warlock spell list, and warlock spells count as wizard spells for you. At 3rd level, choose two Warlock spells, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Warlock to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Level 3: Forbidden Knowledge
In your study of ancient spell formula and obscure history, you have unearthed strange and forbidden pieces of knowledge that imbue you with an abiding magical ability. At 2nd level, you learn one Invocation of your choice. When you gain a level in this class, you can switch your Invocation for another of your choice from the list below. You learn an additional Invocation when you reach 6th, 10th, and 14th level in this class.
Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 6+ Wizard, you can select the invocation once you reach Wizard level 6.
Replacing and Gaining Invocations. Whenever you gain a Wizard level, you can replace one of your invocations with another one for which you qualify.
GM Note. Some of the following invocations have been altered from their Warlock class feature to be more compatible (and be more balanced) with the Wizard Class. Specifically, any time a Warlock Invocation would allow the player to cast a spell for free (such as with Armor of Shadows), the Wizard instead learns the attached spell for free (in this example, Mage Armor), adding it to their spellbook at no cost. The spell counts as always prepared, but does not count against the number of spells the Wizard can prepare. Additionally, Warlock Invocations that are "Pact" invocations (i.e. Pact of the Chain, Investment of the Chain Master, etc.) are excluded from the list of Wizard Invocations.
Agonizing Blast
Choose one of your known Wizard cantrips that deals damage. You can add your Intelligence modifier to that spell's damage rolls.
Armor of Shadows
You learn the spell, Mage Armor, and can add it to your spellbook for free. You always have it prepared, but it does not count against the number of spells you are allowed to prepare.
Ascendant Step
You learn the spell, Levitate, and can add it to your spellbook for free. You always have it prepared, but it does not count against the number of spells you are allowed to prepare.
Devil's Sight
You can see normally in Dim Light and Darkness-both magical and nonmagical-within 120 feet of yourself.
Eldritch Mind
You have Advantage on Constitution saving throws that you make to maintain Concentration.
Eldritch Spear
Choose one of your known Wizard cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Wizard level.
Fiendish Vigor
You learn the spell, False Life, and can add it to your spellbook for free. You always have it prepared, but it does not count against the number of spells you are allowed to prepare. When you cast the spell with this feature, you don't roll the die for the Temporary Hit Points; you automatically get the highest number on the die.
Gaze of Two Minds
You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don't maintain it in this way.
While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature's space if the two of you are within 60 ft. of one another.
Gift of the Depths
You can breathe underwater, and you gain a Swim Speed equal to your Speed. You also learn Water Breathing, and can add it to your spellbook for free. You always have it prepared, but it does not count against the number of spells you are allowed to prepare.
Lessons of the First Ones
You have received knowledge from an ancient source or elder entity of the multiverse, allowing you to gain one Origin feat of your choice (see chapter 5).
Mask of Many Faces
You learn the spell, Disguise Self, and can add it to your spellbook for free. You always have it prepared, but it does not count against the number of spells you are allowed to prepare.
Master of Myriad Forms
You learn the spell, Alter Self, and can add it to your spellbook for free. You always have it prepared, but it does not count against the number of spells you are allowed to prepare.
Misty Visions
You learn the spell, Silent Image, and can add it to your spellbook for free. You always have it prepared, but it does not count against the number of spells you are allowed to prepare.
One with the Shadows
You learn the spell, Invisibility, and can add it to your spellbook for free. You always have it prepared, but it does not count against the number of spells you are allowed to prepare.
Otherwordly Leap
You learn the spell, Jump, and can add it to your spellbook for free. You always have it prepared, but it does not count against the number of spells you are allowed to prepare.
Repelling Blast
Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.
Visions of Distant Realms
You learn the spell, Arcane Eye, and can add it to your spellbook for free. You always have it prepared, but it does not count against the number of spells you are allowed to prepare.
Whispers of the Grave
You learn the spell, Speak with Dead, and can add it to your spellbook for free. You always have it prepared, but it does not count against the number of spells you are allowed to prepare.
Witch Sight
You have Truesight with a range of 30 feet.
Level 6: Tainted Grimoire
Stitching together strands of shadow, you bewitch your spellbook. Starting at 6th level, you can perform a ritual over the course of 1 hour, which can be completed over a Short or Long rest, where you magically bind your spellbook to you with eldritch magic that only you can access, granting you the benefits below.
Coven Ritual. Whenever you cast a spell as a ritual, if at least two of your allies are within 10ft of you, you can cast the spell using its normal casting time instead of its ritual casting time. Once you use this ability, you cannot do so again until you complete a Long rest.
Spellcasting Focus. You can use your spellbook as a Spellcasting Focus.
Summon Spellbook. You can magically store or retrieve your spellbook from a magical pocket dimension only you can access. Additionally, as a bonus action, you can cause your spellbook to teleport back into your hand as long as it was within 50 ft of you and not being worn or carried.
Level 10: Ceremonial Summoning
Your familiarity of the occult has given you greater aptitude to contact creatures from other planes. At 10th level, choose one conjuration spell with the summoning tag from the Wizard or Warlock spell list. The spell must be of 3rd or 4th level. You can add the to your spellbook for free. Additionally, the spell gains the ritual tag, and you can cast it as a ritual with a casting time of 10 x the spell's level minutes (e.g. a 4th level spell would take 40 minutes to cast as a ritual). If you want to cast the spell at a higher level, you must expend a spell slot as normal.
Summon Aberration
You learn the spell Summon Aberration and can cast it as a ritual, with a ritual casting time of 40 minutes.
Summon Construct
You learn the spell Summon Construct and can cast it as a ritual, with a ritual casting time of 40 minutes.
Summon Elemental
You learn the spell Summon Elemental and can cast it as a ritual, with a ritual casting time of 40 minutes.
Summon Fey
You learn the spell Summon Fey and can cast it as a ritual, with a ritual casting time of 30 minutes.
Summon Greater Demon
You learn the spell Summon Greater Demon and can cast it as a ritual, with a ritual casting time of 40 minutes.
Summon Lesser Demon
You learn the spell [Tooltip Not Found] and can cast it as a ritual, with a ritual casting time of 40 minutes.
Summon Shadowspawn
You learn the spell Summon Shadowspawn and can cast it as a ritual, with a ritual casting time of 40 minutes.
Level 14: Arcane Usurpation
You have mastered the forbidden art of unraveling another spellcaster's incantations and claiming them as your own. You learn the Counterspell spell if you don't already know it. It counts as a wizard spell for you and doesn't count against the number of wizard spells in your spellbook.
In addition, when you successfully interrupt a creature's spell with counterspell, you can choose to steal the spell instead of simply negating it, provided the spell is of a level you can cast.
The interrupted spell becomes your Stolen Spell. While you retain it, the spell counts as a wizard spell for you, though it need not appear on the wizard spell list. You always have the spell prepared, and you can cast it using your spell slots as normal.
You can have only one stolen spell at a time. If you steal another spell, the previous one is immediately forgotten.
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