Base Class: Wizard
Your increased understanding of your foes is used to better defeat them, while the deep knowledge of the world you've gained allows you to shape it and your magic in different ways. Your extensive knowledge on reality, its laws, and its flaws allows you to impose your own laws on others, or rewrite existing ones.
Seeker Drone
At 2nd level, you have designed, and crafted your first Seeker Drone. Your Seeker Drone shares the same turn as you in combat. You can store one spell in your Seeker Drone, by casting the spell at it, which you can then cast at a later time, as a bonus action, expending the stored spell. While the Seeker Drone is within 100 feet of you you can use an action to see and hear through your drone. While performing this action you are deaf and blind to your own senses. You can deactivate your Seeker Drone, when you do so, it disguises itself as an object no larger than one cubic foot in size. You can reactivate it as an action, springing back to life in it's Seeker Drone form.
The Seeker Drone has a flight speed of 30 ft. and an AC of 10 plus your Intelligence modifier plus your Proficiency modifier, and a health equal to your Intelligence Score. If your Seeker Drone is destroyed you must take an hour to craft a new one.
Stored spell slots are limited to a maximum of level 3 slots. At level 12 spell slot maximum is increased to level 6. and at level 20 it is increased to level 8.
Tactical Knowledge
Starting at 2nd level, your knowledge of monster lore, and the world, has given you a keen eye and extensive knowledge of exploitable weaknesses. As a bonus action, you can give advantage to attack rolls or saving throws to an ally within 60 feet of you, including yourself, a number of times equal to your Intelligence modifier (minimum of 1), the advantage ends at the start of your next turn. You regain all expended uses after finishing a short rest.
Seeker's Eyes
Starting at 6th level, your Seeker Drone acts as if it always is using Detect Magic. Your Seeker Drone can cast the spells Comprehend Languages, Identify, Detect Evil and Good, and Detect Poison and Disease a number of times equal to your Intelligence modifier per long rest. You regain all expended uses after finishing a long rest.
Law Breaker
Starting at 10th level, your knowledge of the laws of reality and magic allows you to force someone to reroll a saving throw against your spells, but they must take the second roll, alternatively you can reroll your own saving throws agains spells or other magical effects. You can use this ability a number of times equal to your Intelligence modifier. You regain all expended uses after finishing a long rest.
Lore Master
Starting at 14th level, you completely understand the lore behind certain subjects. Choose a 1st level Wizard spell in your spellbook. You can cast that spell at its lowest level without expending a spell slot when you have it prepared. If you want to cast it at a higher level, you must expend a spell slot as normal. By spending 8 hours in study you can exchange the spell for a different 1st level spell.
You also gain expertise in two skills of your choice, doubling your proficiency bonus in those skills. You can also give yourself or an ally within 60 feet of you advantage on any skill check for an amount of times equal to your Intelligence modifier (minimum of 1), gaining expended uses every long rest.
Previous Versions
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12/6/2019 5:15:32 PM
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12/9/2019 2:42:08 PM
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