Wizard
Base Class: Wizard

Regardless of what it was, something drew this wizards nose out of the books and into the wide world. Rather than relying on study and hard work, they observe the world around them and record what they see to improve their arcane manipulations. Experience and travel are the backbone of this wizards learning method

Worldly Wizard

At 2nd level you gain profiency in your choice of 2 skills from Animal Handling, Medicine, Nature, Survival, or an Herbalism Kit

Astute Observations

At 2nd level, Your studious nature combined with your world experience has led you to be able to observe and replicate the abilities of creatures you have encountered during your travels through arcane means. Once per long rest, when you encounter a creature of a CR equal to or lower than your level you may use an action to observe its behaviors. Within a number of days equal to your Intelligence modifier you may then take time to record these findings into your spellbook as though you were copying a spell. You can only memorize 1 encounter at any given time before needing to copy it. The creatures CR determines the cost and time needed (CR 1 creature, 2 hours and 50gp). Once you have done this you gain access to one of the creatures non-damaging, non-attack based abilities (not including legendary actions/resistances). This ability can be cast as a spell with a range of touch by expending a spell slot of a level equal to the creatures CR halved rounded up, and requires a token taken from the creature as a material component. If the ability is a continuous effect, it requires concentration and has a duration of 30 minutes.

You can prepare 1 of these abilities at 2nd level, 2 at 6th level, 3 at 10th level, and 4 at 14th level. They dont count against the number of spells you can prepare.

Transient Communion

At 6th level you have traveled far, encountering evidence and influence from extra planar forces. Before you take a long rest you may perform a 1 hour long ritual while studying your notes that allows you to harness these powers to further amplify and manipulate your arcane mastery. When you perform this ritual choose one benefit from the following list. That benefit remains for 24 hours or until you perform this ritual again.

Celestial (Abjuration)- You gain resistance to necrotic and radiant damage. Once every 10 minutes you can gain a flying speed of 50ft for 1 turn. If you do not end your turn on solid ground you fall at the start of your next turn. Up to 3 times per day when you cast an abjuration spell you can activate an aura around yourself with a 20ft radius that requires concentration and lasts 1 minute. Unconscious allies within the aura are stabilized and the first time an ally within the radius would be subjected to an effect that would render them unconscious they are instead brought to 1 hitpoint.

Astral (Conjuration)- You gain access to a demiplane that is large enough to fit 1 medium creature comfortably. You can access this demiplane at will. As long as the demiplane contains organic substances, the portal remains open within 10ft of you and is visible with a WIS (perception) check against your DC along with its contents. Up to 3 times per day when you cast a conjuration spell you may force a target to make a CHA save against your DC. If the target is medium or smaller and fails they are transported to your demiplane and the portal is closed until the start of your next turn. Anything stored within is shunted out. When it re opens you may use your bonus action to teleport to the creatures previous location leaving the creature within 10ft of where you stood before.

Fey (Enchantment)- You have ADV on Charisma based skill checks. Up to 3 times per day, you may choose to impose DADV on a targets saving throw against an enchantment spell or other effect you cause that would charm or frighten them.

Lower Planes (Evocation)- You are imbued with resistance to your choice of fire, cold, lightning, acid, or poison damage. Additionally you gain dark vision with a range of 60ft which is unaffected by magical darkness. If you already have dark vision, its range is increased by 30ft. Up to 3 times per day you may choose to re roll the damage caused by an evocation spell that you cast and take the higher roll.

Far Realm (Illusion)- One of your eyes seems to have a mind of it's own. The socket where it would normally sit appears empty. Occasionally it shows itself, and rolls around your face detached, peering in all different directions. You see into The Material, Ethereal, Fey, and Shadow planes simultaneously. You have difficulty discerning what is real and in your current plane of existence. Gain ADV and Expertise on perception checks, however you must succeed on a Wisdom save against your DC any time you or an ally attempts one or you become confused, charmed, or frightened (at the DM's discretion) by the visions of the other realms that plague you. You have ADV if an ally makes the attempt. Up to 3 times per day you may give a target a glimpse of these visions when you cast an illusion spell. The target must then make a WIS saving throw. On a failed save you may roll 1d4 to determine the effect as follows: 1- The target takes 3d8 psychic damage, 2- The target becomes confused until it saves against this effect, which it may do at the end of each of its turns, 3- The target is charmed by an extra-planar being (determined by the DM) and acts accordingly until it saves against this effect, 4- The target is frightened of you and your allies, and must use its movement to move away from you and your allies.

Shadowfell (Necromancy)- Bright light in a 30 ft radius around you is reduced to dim light and dim light to darkness. Creatures with standard dark vision don't gain its benefits when attempting to perceive you in darkness. Up to 3 times per day when you cast a necromancy spell of 1st level or higher you can amplify its effects. The target must make a CON save against your DC or suffer from your choice of blindness, deafness, or poison for the duration or until it succeeds on a CON save at the end of its turn.

Ethereal (Transmutation)- Your form becomes slightly less corporeal. As an action you can travel up to your movement through solid objects with a successful STR (athletics) check against the objects AC. If your movement would leave you still within the object you are shunted out back the way you came, taking 2d6 bludgeoning damage per 5ft moved this way. Up to 3 times per day you can use your bonus action immediately after casting a transmutation spell to alter your form temporarily. Your physical body is shunted into a pocket plane and your spirit remains with the stats and abilities of a specter. In this form you may still cast spells, however any time you do requires you to make a CON save with a DC of 10 plus the spells level. When your spectral form reaches 0 hitpoints your body returns and you take half the damage received while in spectral form. Alternatively you can choose to end this effect as a bonus action, taking half the damage received while in spectral form when you return.

Transient Communion II

At 10th level when you perform your Transient Communion you can apply 2 benefits of your choice from the list.

Seeker of Forbidden Lore

At 10th level your keen observations of the world have given you an edge when tracking specific objects and creatures. You gain access to the spells Locate Object, Locate Creature, and Legend Lore. You can cast these spells without requiring the material components and they don't count against the number of spells you can prepare. Additionally your movement is unaffected by magical difficult terrain and you may use your reaction to half damage taken from monster lair effects.

Walkabout Wunderkind

At 14th level you have begun to master the arcane manipulation of your worldly observations. When you perform your Astute Observations, you can choose to instead observe a creatures effects on the environment around them. If you do so you may then record 1 of its lair actions as a spell following the guidelines for Astute Observation. Additionally you may use this feature on creatures with a CR higher than your level, however the ability learned from such a creature will always cost a spell slot of the highest level you are capable of and you will be required to roll a CON save against your spell DC + the number of spell slots above your max spell slot level that the ability would be cast at otherwise. On a failure you gain 4 levels of exhaustion and on a success you gain 1.

Lair actions learned in this way require you to channel your arcane ingenuity into the environment around you. For effects of 5th level and lower you must concentrate for 2 full rounds before they take effect. Above 5th level requires 3 full rounds. They have a radius equal to your Intelligence modifier x10 centered on you. Once you finish concentrating, the effect remains for 1 hour and you can perform the action on your bonus action. While the effect remains the environment within the radius is altered similarly to the lair effects described in the creatures stat block. When you perform this lair action you may designate any number of creatures to be unaffected by it.

Alternatively you may choose to concentrate on this spell for an extended period of time in a specific area. If you concentrate for 1 day the radius increases by 5x your Intelligence modifier and the duration becomes 1 week. Concentrate 16 hours a day for 1 week, expending the appropriate spell slot each day and the radius increases by 10x your Intelligence modifier and the duration becomes 1 month. If you take the time over 6 months to concentrate for 30 days, expending the appropriate spell slot each of those days, the effect becomes permanent, The radius increases by 20x your intelligence modifier, and creatures native to the home plane of the creature you learned this ability from will begin to take up residence within. These creatures are friendly to you and your allies.

Comments

Posts Quoted:
Reply
Clear All Quotes