Base Class: Wizard
Most wizards study the arcane knowledge within the eight schools of magic. Some curious few draw inspiration from the schools of Conjuration, Enchantment, and Illusion as a platform for studying magic itself. They are obsessed with exploring the Weave – how it interacts with and affects the world at large, how creatures interact with it, and ways to test its very structure and boundaries. This path of study was apprehensively nicknamed the School of Aberration. (Adventurers' Appendices pg.14)
Weave Connection
At 2nd level, when you tap into a strong enough arcane channel your mind becomes acutely attuned to the Weave. After you cast any spell of 1st level or higher you gain advantage on the next Intelligence, Wisdom, or Charisma save you may have to make before the end of your next turn.
Conscious Tether
Beginning at 2nd level, you have learned how to knit the “threads” of the Weave into one another. If a creature hits you with a spell or you hit a creature with one of your own, you can create a tether as a reaction. This link holds up to a distance of 120 feet and does not require any line of sight. Through a tether you are able to cast spells that only target a single creature, within the space of the creature you are connected to. While this does not require full concentration, you must make a Constitution save whenever you take damage in order to maintain the link. If the creature you are tethered to moves farther than 120 feet away, the tether is lost. You can only have one tether active at a time; creating a new tether drops the previous one.
Spell Shade
Beginning at 6th level, you have grasped how to pull arcane energy from the negative spaces between the fabric of the Weave. Once per short rest, when you cast a Conjuration, Enchantment, or Illusion spell of 1st level or higher you can release a small arcane tear in the space where you cast the spell. The tear hovers in place and deals 1d8 psychic damage to the nearest hostile target within 30 feet. It does this at the beginning of each of your turns, and this damage increases to 2d8 at 14th level. The tear fades after a number of rounds equal to your Intelligence modifier, but it is also able to be dispelled or disrupted by a magical attack. A tear has an AC equal to your spell DC and has 1 hit point.
Fluctuation
At 10th level, you can tap into the edges of the Weave that mingle with the Far Realm in order to possibly alter a moment in time and space. As a reaction when a creature within 60 feet of you fails an Intelligence, Wisdom, or Charisma saving throw you can cause them to re-roll the save once. You can use this ability a number of times equal to your Intelligence modifier before taking a long rest.
Mind Fracture
At 14th level, you can summon a nightmarish space that distorts creatures’ perception of reality. As an action, you create sphere effect with a radius of 20 feet centered on a point of your choosing within 120 feet. All creatures within range of that point must make an Intelligence save. On a failed roll targets suffer 3d10 psychic damage, becoming frightened of perceived monstrosities, and move up to their full movement speed toward the center of the spell effect. On a success creatures take half as much damage and are otherwise unaffected. Friendly creatures may make the save at advantage, but creatures that are already considered blinded, deafened, or frightened, as well as any creatures with an Intelligence score below 10 make it at disadvantage. You must complete a long rest before reusing this ability.
Previous Versions
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