Wizard
Base Class: Wizard

You have begun to perceive the world that exists beyond ordinary sight. Spirits linger in forgotten places, elemental beings inhabit the forces of nature, and the boundary between the physical and astral worlds is thinner than most mortals realize.

Available to all classes. Commune and work with and within the Astral World. Your features are gained at levels 3, 6, 10, and 14, with additional class-specific perks at levels 6 and 14 for Wizards, Warlocks, Clerics, and Paladins

Level 3: Awakening of the Astral World

You have begun to perceive the world that exists beyond ordinary sight. Spirits linger in forgotten places, elemental beings inhabit the forces of nature, and the boundary between the physical and astral worlds is thinner than most mortals realize. Additionally, you have learned to invoke the forces of nature through ritual, spiritual communion, or disciplined magical practice.

Spiritual Perception: As an action, you open your spiritual senses for 10 minutes. During this time, you can detect the presence of the following creatures within 60 feet of you: Celestials, Elementals, Fey, and Fiends. You learn the direction of each detected creature, but not its exact location, identity, or creature type. This perception does not penetrate total cover, and it does not reveal creatures protected by effects that block divination magic. At 10th level, your perception improves. You can also detect whether an object or location within range has been affected by a supernatural curse, haunting, or possession, although you do not automatically learn how to remove it.

Astral Studies: You gain proficiency, or if already proficient gain expertise, in one of the following: Arcana, Insight, Nature, or Religion. Additionally, you learn one of the following languages: Celestial, Infernal, or Abyssal. (NOTE: grant these to yourself on your character sheet)

Witch's Implement and Arcane Focus: You gain proficiency with a herbalism kit. (NOTE: grant these to yourself on your character sheet)

Elemental Invocation: Choose one of the following elemental aspects (You learn one additional aspect at level 10 and gain access to all four aspects at level 14.): 

Aspect of Wind - Wind's Rebuke. When a creature you can see within 30 feet hits you with a melee attack, you can use your reaction to reduce the damage by 1d8 + 4. If the attacker is Large or smaller, it must also succeed on a Strength saving throw equivalent to casters spell save, or be pushed 10 feet away from you. You can use Wind's Rebuke a number of times equal to your proficiency bonus per long rest.

Aspect of Earth - Earthen Resilience. As a bonus action, you surround yourself with a protective layer of spiritual energy that lasts for 1 minute. You gain 1d12 +4 temporary HP. Once you use this feature, you cannot use it again until you finish a short or long rest.

Aspect of Water - Flowing Rations. When you or a creature you can see within 30 feet takes damage, you can use your reaction to reduce that damage by an amount equal to 1d6 + 4. You can use this feature a number of times equal to your proficiency bonus per long rest. You must be able to see the creature when you use this reaction.

Aspect of Fire - Spirit Flame. As an action, choose one creature you can see within 60 feet. It must make a Dexterity saving throw. On a failed save, the target takes 2d6 fire DMG. On a successful save, it takes half as much damage. The damage increases to 3d6 at lvl 10 and 4d6 at lvl 14. You can use Spirit Flame a number of times equal to your proficiency bonus per long rest.

 

Earthen Resilience

As a bonus action, you surround yourself with a protective layer of spiritual energy that lasts for 1 minute. You gain 1d12 + 4 temporary hit points. Once you use this feature, you cannot use it again until you finish a short or long rest.

Flowing Grace

When you or a creature you can see within 30 feet takes damage, you can use your reaction to reduce that damage by an amount equal to 1d6 + 4. You can use this feature a number of times equal to your proficiency bonus per long rest. You must be able to see the creature when you use this reaction. 

Spirit Flame

As an action, choose one creature you can see within 60 feet. It must make a Dexterity saving throw. On a failed save, the target takes 2d6 fire DMG. On a successful save, it takes half as much damage. The damage increases to 3d6 at lvl 10 and 4d6 at lvl 14. You can use Spirit Flame a number of times equal to your proficiency bonus per long rest.

Winds Rebuke

When a creature you can see within 30 feet hits you with a melee attack, you can use your reaction to reduce the damage by 1d8 + 4. If the attacker is Large or smaller, it must also succeed on a Strength saving throw equivalent to spell save, or be pushed 10 feet away from you. You can use Wind's Rebuke a number of times equal to your proficiency bonus per long rest.

Level 6: Wards of the Spirit World

You have learned that survival in the astral world requires more than power. Spirits must be respected, hostile entities must be restrained, and the living must be protected from forces they cannot understand.

Protective Warding: As an action, you create a protective ward around yourself or one willing creature you can touch. The ward lasts for 1 hour or until you use this feature again. While the ward is active, the protected creature gains the following benefits: It has advantage on saving throws against being possessed, It has advantage on saving throws against effects that would charm or frighten it when those effects originate from a celestial, elemental, fey, fiend, or undead creature; It has resistance to damage dealt from any celestial, elemental, fey, fiend, or undead creature. You can use Protective Warding a number of times equal to your proficiency bonus per long rest.

Exorcist Rebuke: You can force hostile spirits to recoil from your presence. As an action, present a personal item with deeply rooted emotions tied to it, and choose any number of celestials, elementals, fey, fiends, or undead within 15 feet of you that can see or hear you. Each target must make a Wisdom saving throw against your spell save DC. On a failed save, a target is frightened of you until the end of your next turn. If a target is already possessing a creature, it has disadvantage on this saving throw. This feature does not automatically end possession, destroy a spirit, or banish a creature to another plane. You can use Exorcist's Rebuke once per short or long rest.

Ritual Practitioner: You learn to perform basic rituals that manipulate spiritual energies. You ignore all V, S, M requirements and spell slot requirements for 2nd lvl ritual spells and below. These ritual spells only have the following requirements: the time requirement remains the same and it costs both your action and bonus action rather than a spell slot or any V, S; M requirements. Additionally, you can also perform a 10-minute spiritual reading over an object or location. This does not reveal hidden information automatically, but it allows you to ask the DM one question about the object's or location's recent supernatural history. The DM determines whether the information is available and what your character can learn.

Level 10: Communion with the Astral World

You have learned to perceive the astral world not as a distant mystery but as a place that can be entered, explored, and understood.

Astral Projection: As an action, you can enter a meditative trance and project your consciousness into the astral world. Your body remains unconscious while your spirit leaves it. This projection lasts for up to 10 minutes. You can end it early as a bonus action.  While projected, your spirit has the following statistics:

  • Movement: 30 feet of flying movement.
  • Appearance: Your spirit resembles your physical form but is translucent and surrounded by faint spiritual light.
  • Senses: You retain your normal senses.
  • Communication: You can speak with creatures capable of perceiving your spirit.
  • Interaction: You can move through creatures and objects as if they were difficult terrain, but you cannot end your movement inside an object or creature.

Your spirit cannot attack, cast spells, activate magic items, manipulate physical objects, or otherwise affect the physical world unless another feature explicitly permits it. Your spirit can perceive the astral manifestations of creatures, objects, and phenomena that exist in the local area. Your physical body remains vulnerable. While projecting, you are unconscious and incapacitated. Damage to your physical body does not automatically end the projection, but if your body dies, your spirit cannot return to it through this feature. Your spirit must remain within 300 feet of your physical body. If you exceed this distance, the projection ends immediately, and your spirit returns to your body. You can use Astral Projection once per long rest.

Spirit Communion: You can communicate with nearby spirits and elemental manifestations. Once per long rest, you can perform a 10-minute ritual to attempt to contact a spirit associated with the area. The spirit might be an elemental, a nature spirit, an ancestral presence, or another supernatural entity approved by the DM. You can ask the spirit up to three questions. The spirit is not compelled to answer truthfully, cooperate, or reveal information it does not possess. The DM determines the spirit's disposition, knowledge, and willingness to communicate. If no appropriate spirit is present, the ritual may fail or attract an unexpected entity.

Level 14: Master of the Astral World

You have become a practiced witch, capable of standing between the material world and the supernatural forces beyond it. 

Greater Astral Projection: Your Astral Projection feature improves. While projecting, you gain the following additional benefits: 

  • Your spirit can travel up to 1,000 feet from your physical body.
  • You can see invisible creatures within 30 feet of your spirit, provided they are not hidden from divination magic.
  • You can identify whether a creature you can see is possessed, provided the possession is supernatural and the possessing entity is within 30 feet.
  • You have advantage on saving throws against effects that would forcibly end your projection.

Your projection still lasts for a maximum of 10 minutes, and your physical body remains unconscious and vulnerable. You can use Astral Projection twice per long rest.

Spirit Guardian: You can call upon a protective spirit to defend you and your allies. As a bonus action, summon a spirit that occupies an unoccupied space within 10 feet of you. The spirit lasts for 1 minute, until you are incapacitated, or until it is reduced to 0 hit points. It is a magical manifestation rather than an independent creature. It cannot take actions or move independently. The spirit has the following statistics:

Spirit Guardian

  • Armor Class: 15
  • Hit Points: 30
  • Speed: 0 feet
  • Damage Immunities: Poison, psychic
  • Condition Immunities: Charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

At the end of each of your turns, choose one creature within 10 feet of the spirit. That creature gains temporary hit points equal to your proficiency bonus. Alternatively, you can choose to have the spirit strike one hostile creature within 10 feet of it. The target must make a Dexterity saving throw against your subclass save DC. On a failed save, the target takes 3d8 force DMG. On a successful save, it takes half as much damage. The spirit cannot grant temporary hit points and deal damage with the same use of this feature on the same turn. The spirit cannot move or make opportunity attacks. It does not block movement or provide cover. Once you summon the spirit, you cannot do so again until you finish a long rest.

 

 

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