Base Class: Wizard
Wizards of the Study of Imagination are unique in that, unlike most other wizards, their school does not actually represent a form of magic. Instead, their study represents their inexperience, non-academic pursuit of wizardry. Wizards who have learned from the study of imagination have taught themselves their wizardry, often having their own, homemade texts, their own names for spells, and no actual school to call home. They are almost between sorcerers and wizards, not having studied their magic, but having had to access it, as it was not innately within them.
Often times, creatives, as those who partake in the study of imagination are called, will reflect those who use their imagination most heavily. These will be extremely talented children, adults who may not have been heavily exposed to the harsh realities of the world, or anyone who has a burning, intense creative passion.
Unconventional Caster
When you choose this study at 2nd level, you create a homemade, shoddy spell book. While spells in normal spell books are handwritten, as wizards copy them into their books, your entire book is a hastily crafted collection of papers, almost more like a pamphlet than a book. Each spell you have copied is not through formal education but through trial and error, watching another, or accidental discovery, so none of your spells' names are their actual, given names. As well, because of this process, each spell you have learned has not been with material components, meaning you learned all your spells the hard way.
Once per long rest, when you cast a spell that requires material components, you can choose to forgo these material components and cast the spell at its full power anyways.
If the spell is 4th level or higher, you must roll a d20 and add your spell modifier against your own spell save DC. On a fail, the spell does not cast, and you use up this feature, but you do may maintain the spell slot to recast with material components later.
You gain a second use of this feature per long rest when you reach 10th level. If the spell you are attempting to use is 7th level or higher, you must use both slots to use this feature.
Casting Chameleon
When you chose this study at 2nd level, your mind opens up to the creative and wondrous possibilities magic can provide you with. As an action, you can call forth an evocation that changes the impact of your spells. You choose a damage type, and for one minute, all spell attacks within 120 feet of you that do that kind of damage instead do another type of damage of your choice from the same circle of damage. When you chant the evocation, you pick the original damage type and the new damage type, which is set in stone for the duration of the minute.
The circles of damage that damage types fall in are as follows:
- Circle of Decay. Fire Damage, Necrotic Damage, Acid Damage, Force Damage.
- Circle of Light. Lighting Damage, Radiant Damage, Poison Damage, Force Damage.
- Circle of Mind. Cold Damage, Psychic Damage, Thunder Damage, Force Damage.
You can only have one damage type changed at a time. An active evocation does not end unless you are incapacitated or dead.
Imaginary Friend
Beginning at 6th level, when you have a familiar as a result of the find familiar spell, you can change your familiar's animal form at will, using your bonus action, instead of having to cast the ritual. You do not need any material components when you change your familiar's form, only while performing the ritual to summon a new familiar, or to re-summon one that has dropped to 0 hit points.
When your familiar changes form, it adopts the hit point total of whichever form it began in, as well as its current hit points from its previous form.
Study Hazard
Starting at 10th level, your vast experience learning through trial and error rather than formal training has primed you for disaster. When the effects of a spell drop you to 0 hit points, you drop to your hit die + your intelligence modifier + your proficiency bonus in hit points instead.
Once you use this feature, you can't use it again until you finish a long rest.
Self Mastery
Upon reaching 14th level, your practice of learning by doing has helped you develop an affinity for a certain type of magic that, in normal wizardry education, students might not discover. You gain resistance to one magical damage type of your choice. Whenever you are hit with that type of damage from a magical source, you absorb half of the impact and, as a reaction, can channel the rest of the magic into a benefit for yourself. You can absorb and channel your magic with this feature eight times per long rest. You can choose one of the following benefits each time you are hit with that type of magic.
- You gain a Slot Charge. You can then spend Slot Charges to regain spell slots, spending the number of points equal to that spell slot's level. You can only regain up to a 4th level spell slot with this feature.
- You use the magic to bolster your defense. You gain +1 to your AC each time you are hit with your magic damage type. You can only go up to a maximum of 20 AC from this feature.
- You reshape and release the magic at one of your allies within 30 feet. They gain 1d6 + your intelligence modifier in health.
- You focus the magic into your own spell casting. Your spell save DC goes up by 1. You can only go up to a maximum of 20 using this feature.
Anything you gain from this feature, including boosted AC, Spell Save DC, Slot Charges, and Absorption slots, all reset when you complete a long rest.
Acid
You become resistant to acid damage and can channel it into special features.
Cold
You become resistant to cold damage and can channel it into special features.
Fire
You become resistant to fire damage and can channel it into special features.
Force
You become resistant to force damage and can channel it into special features.
Lightning
You become resistant to lightning damage and can channel it into special features.
Necrotic
You become resistant to necrotic damage and can channel it into special features.
Poison
You become resistant to poison damage and can channel it into special features.
Psychic
You become resistant to psychic damage and can channel it into special features.
Radiant
You become resistant to radiant damage and can channel it into special features.
Thunder
You become resistant to thunder damage and can channel it into special features.
Previous Versions
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8/27/2020 11:57:01 PM
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9/1/2020 5:03:51 PM
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Coming Soon
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