Wizard
Base Class: Wizard

Some wizards’ connection with magic goes beyond memorizing and training spells from paper. They've learned to whisper into Mystra’s great gift to this world, bending it to their will. Whisperers can use this control over the weave to manipulate the threads surrounding other magic users, temporarily stealing, mimicking, and sometimes even sealing the abilities of lesser mages.

These abilities make Whisperers attractive to a number of roles. Unsurprisingly, Witch Hunters appreciate this flavor of mage more so than likely any other organization. While many Wizards find ethical issues in hunting down their own kind, some are willing to do whatever it takes to finance their Arcane studies, since hunters are usually paid handsomely, usually from the King's purse directly. Witch Hunters take solace in the fact that most mages they hunt down are necromancers and other mages corrupted by the tantalizing reaches of what Sorcery can accomplish.

Level 3: Quick Recall

As an agent of pure, unrefined magical force, training a spell over and over in your mind isn’t always necessary to successfully cast it. 

If you know a spell but do no have it prepared, you can cast it with the normal casting time as if it was prepared.

You can use this ability an amount of times equal to your proficiency bonus, and gain all expended uses on a long rest. 

Level 3: Mojo Bandit

Now you can tap into the weave around others like you who are capable of controlling it, copying their magic to make it your own.

If you can hold a conversation in a shared language with a target for a minute uninterrupted, a magical spell or ability of theirs can be granted to you of the DM’s choice. As you listen to the weave whispering to you, you learn a short summary of the ability and what it can do before you choose to transfer it or not. Immediately after the spell or ability is transferred, it's description, as well as a magical image representing it, appears in your spellbook. To use a copied ability you must hold your spellbook open in one hand flipped to its related page.

Intelligence is your modifier for the spell or ability, and you are proficient with it. If the ability is a spell, it must be a level you can cast or lower. The spell is always prepared, not counting towards your known spells nor requiring material components. You can cast it with any spell slots you have. 

Material components are also waived for natural magical abilities. If the ability changes your physical appearance, spectral imitations of the change appear on your form. All restrictions on the ability apply to your copy of it as well. 

When the target you copied the spell or ability from dies, you lose the ability unless the target is revived within 1 minute.

You can hold a number of copies equal to half your wizard level rounded down. If you acquire a copy while at your maximum amount, choose a current copy to replace it with.

Level 6: Snatch

After further unlocking your sight into the arcane strands which hold our world together, you gain greater control over magical affects and abilities.

When you cast Dispel Magic, you can now pick two different targets to attempt to dispel. If you must make an ability check to dispel both targets, make separate ability checks for each target. 

Furthermore, after watching a creature use a magical spell or ability, you may now use your Mojo Bandit feature as a bonus action, attempting to snatch the magical energy away from your target to make your own. Make an ability check using your Intelligence modifier and proficiency bonus. If attempting to copy a spell the DC is 10 + the spell's level. If attempting to copy an ability the DC is 10 + the challenge rating of the current creature you are engaged with. If the creature does not have a challenge rating, use their level instead.

Level 10: Ethereal Mimicry

Sensing the patterns and changes that occur with the disruption of material space, you have gained the ability to reflect an opponent’s attacks by copying their moves.

You always have the Counterspell and Shield spells prepared.

When you use Shield or Counterspell to block a spell or magical attack you can choose to reflect it back on the creature. You don’t need material components and do not spend a spell slot when you reflect a spell or magical attack in this way. You use your spellcasting modifier for the attack rolls and save DCs of the copied spell or attack.

To reflect a spell, it must be one you are capable of casting. When reflecting a magical attack, a spectral form appears from your person and mimics the actions taken by your attacker.

Once you use this feature, you cannot do so again until you finish a short rest.

Level 14: Weave Tear

Plunging both hands into the weave, you can temporarily sever Mystra's influence over a number of creatures.

As an action, choose up to 3 targets that you can see to make a Charisma saving throw against your spell save DC. On a failed save, they cannot use magic nor magical attacks (including magic items and magical abilities/features) until the end of your next turn, and have disadvantage on all Saving Throws against spells cast on them for the next minute.

On a successful save, the targets do not lose access to magic and magical abilities, but still suffer the other effects of the ability.

Once you’ve used this ability, you cannot do so again until you finish a long rest, unless you expend a 5th level spell slot or greater to use it again.

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