Wizard
Base Class: Wizard

There are spells that have been forgotten, spells that have been forbidden, and spells that were never meant to be known at all. The Esotericist seeks them all. While other wizards devote themselves to perfecting a single school of magic, Esotericists believe that no tradition holds the whole truth. They pore over half-burned grimoires, decipher the rites of dead gods, bargain with witches, and steal secrets from those foolish enough to cast their magic in their presence. A prayer, a pact, a druidic rite, and an arcane formula may appear to have little in common, but to an Esotericist they are fragments of the same greater mystery.

Their studies take them beyond the accepted boundaries of wizardry. They reconstruct spells from incomplete manuscripts, preserve magical formulae witnessed only once, and incorporate techniques borrowed from traditions that most scholars would consider incompatible with arcane practice. What matters is not where magic comes from, but whether its underlying principles can be understood.

Yet knowledge alone is not enough. The Esotericist learns that magic can be changed through the circumstances of its casting. A spell woven through the voices of willing companions can become something greater than the sum of its parts, with each participant lending a different quality to the working. Even magical objects, bound by ancient laws and guarded by requirements meant to exclude those who were never intended to wield them, can eventually be understood and circumvented. To the Esotericist, forbidden knowledge is not inherently dangerous, sacred, or profane. It is simply knowledge that has not yet been understood.

And there is no secret they are unwilling to uncover.

Level 3: Stolen Secrets

You can add two spells of your choice from the Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, or Warlock spell lists to your spellbook. Each spell must be 2nd level or lower.

Whenever you gain access to a new level of spell slots in this class, you uncover another fragment of foreign magic. Choose one spell from one of the aforementioned spell lists and add it to your spellbook. The spell must be of a level for which you have spell slots.

Spells added to your spellbook through this feature count as Wizard spells for you. You don't expend the usual time or gold when adding these spells to your spellbook.

Level 3: Occult Scrutiny

Your study of forbidden and obscure magic has given you an unparalleled understanding of the arcane. You gain proficiency in the a skill of your choice.

In addition, when another creature casts a spell in your presence, you can scrutinize its magic and preserve a fragment of its formula for later study. When a creature you can see within 60 feet of you casts a spell, you can use your Reaction to scrutinize the spell. Make an Intelligence (Arcana) check with a DC equal to 10 + the spell's level, learning the spell's name, level, and school of magic on a success. You can also record its formula in your spellbook as though you had found a written copy of the spell if it is of a level you can cast. 

You can have only one spell recorded through this feature at a time. If you scrutinize another spell while you already have a spell recorded in this way, the previous formula is lost.

When you add the recorded spell to your spellbook, you can replace one spell you know through your Stolen Secrets feature with the recorded spell. Adding the spell to your spellbook follows all the normal rules for copying a spell into your spellbook, including the time and gold cost. Once you finish copying the spell into your spellbook, you can use this feature to record another spell.

Level 6: Concordant Casting

When you cast a spell using a spell slot, you can choose one willing creature within 30 feet of you to participate in the casting. The creature must be able to see or hear you and must use its Reaction to join the working. The creature must remain within 30 feet of you until the spell is cast.

When you cast the spell, you can apply one of the following effects:

Chorus. If the spell deals damage, add your Intelligence modifier to one damage roll of the spell.

Confluence. If the spell targets only one creature, you can target one additional creature within the spell's range. The additional creature must be a valid target for the spell.

Circle. If the spell affects an area, increase one dimension of that area by 5 feet.

Sustenance. If the spell has a duration of at least 1 minute, you can increase its duration by 1 minute.

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.

Level 10: Resonant Concordance

When you use your Concordant Casting feature, choose the effect associated with the participating creature's primary ability. A creature's primary ability is determined by its class if it is a player character. If the participating creature is a non-player character, it's primary ability is its spellcasting ability (if applicable) or its highest scoring ability.

  • Strength — Force. When the spell deals damage or forces a creature to make a saving throw against being moved, you can push one creature affected by the spell up to 10 feet.
  • Dexterity — Precision. One creature affected by the spell can't benefit from Half Cover or Three-Quarters Cover against the spell.
  • Constitution — Endurance. If the spell has a duration of at least 1 minute, increase its duration by half, rounded down. A spell with a duration of Instantaneous can't be affected this way.
  • Intelligence — Insight. You learn one of the following about one creature affected by the spell: its highest ability score, its lowest ability score, or whether it has Resistance or Immunity to one damage type.
  • Wisdom — Perception. Until the end of your next turn, you know the location of creatures affected by the spell, even if they are Invisible or behind Total Cover, provided they remain within 60 feet of you.
  • Charisma — Will. One creature affected by the spell has Disadvantage on the first saving throw it makes against the spell.

A creature can provide only one of these effects for a casting of a spell.

Level 14: Esoteric Rite

You have uncovered an ancient rite through which the boundaries imposed upon magical objects can be circumvented. You can perform the rite to attune to a magic itemwithout satisfying any of the item's attunement prerequisites. Performing the rite requires you to have your spellbook and the magic item within your reach for the entire duration. The duration of the rite depends on the item's rarity:

Item Rarity Rite Duration DC
Common 1 Short Rest 15
Uncommon 1 Long Rest 18
Rare 1 day 20
Very Rare 3 days 25
Legendary 1 week 30

When the rite's duration ends, make a Constitution (Concentration) check against the DC determined by the item's rarity in the table above. You can add your Intelligence (Arcana) modifier to this check in addition to your Constitution modifier.

On a successful check, you can attune to the magic item without satisfying any prerequisites listed in its attunement requirements. The rite does not alter or replace the item's normal attunement requirement; you must still attune to the item as normal. On a failed check, the rite is unsuccessful and you gain no benefit from it. You can perform the rite again for the same item.

This feature cannot bypass the prerequisites of an Artifact. You must satisfy all prerequisites for attuning to an Artifact normally. You can perform the rite again to attune to a different magic item, but doing so ends the benefit of the previous rite.

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