Wizard
Base Class: Wizard

As a wizard you are dedicated to the arcane arts and your own studies into the wonderful world of magic. You have a deep relation to the Weave and seek to understand it as all wizards do. Knowledge and dedication are pillars of your own mentality and that of your fellow wizards. However, you have studied and applied yourself time and time again, only to come to the conclution that there are other, less academic, ways of learning about the arcane arts.

As a Pact Scholar you seek to uncovered and learn of the pacts of the past and study the ways of the Warlock. Although you yourself lack a pact of your own, you seek to understand and perhaps enter one at some point. But you will do so on your own terms. Your reasons may be noble, or entierly selfish. Be it for furthering your own knowledge or aiding others dear to you, you seek power, and you know power comes at a cost. This is why you intend to learn as much as you can about Warlocks and about Pact Magic, after all; knowledge is power and you intend to gain both at your own behest.      

Your studies into pact magic has allowed you to gain some of the abilities and magical powers akin to that of the warlock. You understand the fundamental differences between arcane magic and pact magic and seek to bridge them in order to increase your own power and perchance make a pact of your own. Or maybe the knowledge you gain as you learn and grow stronger is enough for you?
Who am I to judge how you gain power... 

Level 3: Beguiling Intellect

Starting at Level 3 you know how to use your intelect to be more charismatic and dominant in social engagements. 
You gain Expertice in either Arcana, History or Religion.  
Whenever you make a Charisma Skill Check with which you are not Proficient in, you can add your Intelligence modifier to the roll. 

Your learned mind helps you see through charms and mind-altering magics, allowing you to add your Intelligence modifier to any Charisma Saving Throw.  

Level 3: Pact Knowledge

You have discovered some minute secrets about pact magic and made them your own.
At Level 3 you learn 1 Cantrip and 1 Level 1 Spell from the Warlock's Spell List. These spells do not count towards your total known Cantrips or Spells. The chosen cantrip and spell counts as a Wizard cantrip/ spell.
You use your Intelligence Modifier for the spell attack modifier and Spell Save DC.

The chosen level 1 spell can be casted once for free without expending a spell slot. After the spell is casted for free you can use spell slots to cast the spell. You can cast the spell for free once per Short Rest.  

Level 6: Upcasting Prowess

Your studies into pact magic have taught you how to upcast your spells more efficiently. 
At level 6 your level 1-2 spells can be upcasted and made into level 3 spells without expedning a higher leveled spell slot. This can be done a number of times equal to half your Intelligence modifier (rounded down) before you must take a long rest and recharge the ability.    

Exemple: 
You spend a level 1 spell slot to cast Ice Knife. You can now choose to cast it at level 1, level 2 or level 3. The spell is upcasted while the level 1 spell slot is expended. 

Level 10: Power Of Your Own

Your studies into pact magic has yielded great and terrifying results, you now have the power to call on powers beyond the material plane and tame these powers for your own benefit.  

Pick one of the following patron powers to call your own. 

Celestial:
Your studies into celestial magic has taught you how to heal yourself and others.
Your Spell Save DC and Spell Attack Modifier is increased by 1. 
The celestial power garnts you the ability to turn spell slots into healing energy, you learn the spell Cure Wounds. The spell is always prepared and even if you lose your spellbook you retain the spell as it is etched into your mind. Once per long rest you can cast the spell at level 1 without expending a spell slot, you must take a long rest before you can cast the spell like this again.  
Additionally; any creature healed by you using Cure Wounds will be under the Blessed Condition for 3 turns, granting the creature +1d4 to any Attack Rolls or Saving Throws. 

The celestial power also grants you resistance to radiant damage and you know Celestial as an additional language. 

Fey:
Your studies into fey magic has granted you dreamlike movement. 
Your movement speed is increased by 10 feet. 
You learn the spell Misty Step. The spell is always prepared and does not count towards your total spells known. Even if your spellbook is lost you still retain the spell as it is etched into your mind. You can cast Misty Step without expending a spell slot an equal amount of times to your Intelligence modifier. 
Whenever you cast Misty Step without expending a spell slot you must roll on the Wild Magic Table.  

The fey power also grants you resistance to poison damage and you know Sylvan as an additional language

Fiend: 
Your studies into fiendish magic has granted you hellish power that frightenes all who dare oppose you. 
Whenever you cast an Evocation spell (or cantrip) the damage is boosted by 1 damage die. 
Whenever you roll a natural 20 on an Evocation spell attack the targeted creature must make a Charisma Saving Throw against your Spell Save DC, on a failed save the creature will become Frightened for 3 turns.   

The fiendish power also grants you resistance to fire damage and you know either Infernal or Abyssal as an additional language. 

Undead: 
Your studies into undead and necromancy has granted you horrid power over the undead. 
You gain 10 Temporary Hit Points after every long rest. As long as you have at least 1 of these THP you will have resistance to non-magical piercing, slashing and bludgeoning damage.
Whenever you cast a leveled Necromancy spell you can choose to roll a d20. On a 20 you heal 2d12 Hit Points and the spell slot used to cast the spell is restored.   
However, on a 1 you take 2d12 Psychic damage. 

The power of the undead have granted you resistance to Necrotic damage.

Shadowfell: 
Your studies into the Shadowfell and the hexblades have granted you martial prowess equal to the hex-warriors of old.  
As a Bonus Action you expend a spell slot of level 3 or higher to summon a simple or martial weapon of your choice. You are considered Proficient with the summoned weapon and you use your Inteligence modifier for the weapon's Attack and Damage modifiers. The weapon damage is Force damage or the weapon's usual damage. The weapon is considered a pact weapon and cannot be forcefully droped by you. As a Free Action, after summoning the weapon, you can store it in a pocket dimension for safekeeping. Summoning the weapon again will require another level 3 spell slot. 
While the weapon is summoned you have +1 to Armor Class and all Saving Throws.  

The martial prowess gained from learning about pact weapons allows you to use a Bonus Action to Dash, regardless if you have summoned the weapon or not.  

 

Level 14: Scholar of Secrets

At level 14 you can summon and harness magical secrets known only to masters of the arcane arts (or warlocks with a deep connection to their patron). 

You pick one level 6 spell from either the Wizard or Warlock spell list and add it to your spell list. The spell is always prepared and even if your spellbook is lost you can still cast the spell as it is etched into your mind. Once per long rest you can cast the spell without expending a spell slot. 

If the spell is from the Wizard spell list you either gain Proficiency in an Inteligence skill or Expertice in an Inteligence skill you already have Proficency in. 

If the spell is from the Warlock spell list you either gain Proficiency in another Charisma skill or Expertice in an Inteligence skill you already have Proficency in.

If the spell is part of both spell lists you gain Proficiency in two skills of your choice, or Expertice in two skills you already have Proficiency in.  

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