Base Class: Wizard
This was heavily inspired by Bloodborne and the idea of unlocking the powers of otherworldly entities through research and knowledge. The story of your character and how all of this ties into the world is up to you and your DM.
Few things to note: I did what i do best and created something for a game i have never experienced personally, so i have never actually played D&D. I am also infamously known in some circles to make anything i touch unbalanced as ****, so i am well aware that this may or may not be broken as hell when it comes to the overall balance of D&D. I also have a tendency to make everything damage oriented, as seen here. I am open to feedback and criticism, though i practically don't know what i'm doing, so take everything with a grain of salt.
I might also eventually make a 2nd version of this subclass that focuses more on the idea of different otherworldly beings that your research was focused on, working very similarly to the Order of the Profane Soul on a Blood Hunter.
As far as the actual features working properly in D&D:Beyond, i have no clue if they will work lmao.
Eldritch Truth
At level 2 when you choose this tradition, you gain access to the Eldritch Blast cantrip and always have it prepared. You gain 1 other warlock cantrip and 1 warlock spell of your choosing.
Also at level 2, you gain proficiency in Perception and Insight if you aren't already proficient in them.
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At level 6, you gain the ability to use spell slots to increase your Eldritch Blast damage by an additional d4 per spell slot level (a 3rd level spell slot would mean an additional 3d4 for each Eldritch Blast separately). This increases to a d6 at level 10. (I was also thinking of making it a d8 at level 14, but i thought that might be a little too powerful. Thats for you and the DM to decide.)
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At levels 6, 10 and 14 you get to choose an additional warlock spell. These count as wizard spells to you, but don't count towards the total number of wizard spells you know. Though preparing them counts towards the amount of spells you can prepare during the day. These use your standard wizard spell attack modifier and save DC.
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At levels 6, 10 and 14 you can choose 1 Eldritch Invocation. The pre-requisites are the same, meaning you can't choose any that require a warlock pact of some kind, and have to meet the pre-requisites if it for example needs a spell to work (For example, Relentless Hex requires you to have chosen the Hex spell)
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Starting at level 14, you can choose to roll once while using Eldritch Blast instead of separately for each attack. It needs to be declared if you use this feature before the roll and you can't use this feature again until you finish a long rest.
(i am still a little iffy on this last feature and you might wish to not use it if you think it could be too powerful. Or just use it because who cares about balance amirite)
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