Wizard
Base Class: Wizard

Long ago, in an inconspicuous study sat you, pouring over the pages of your field notes, looking for the answer to your case study of this unknown entity.

A chance encounter with a celestial being during your research of the arcane has peeked your interest, as it gave you secrets from its home world.

The Alienist is an explorer of the entities that live out in space, possessing abilities that go past out understanding.

To role-play as an Alienist wizard take this in to consideration.

1. Unlike other wizards that study the arcane, your pursuit of magic is their to further your ability to interact with these being from beyond the stars. Spells like PlaneShift and Time Stop are spells usually taken by Alienists, due to their similarity to the powers they wish to eventually posses.

2. Alienists are not vary common among wizards, due to their odd subject matter. They are usually reserved about their research, sometimes due to the ridicule they received from others, or just because they are secretive of the power they wish to harness.

3. While Alienists are secretive, they don't have to be evil in the pursuit of keeping their research secret. Some may revel in breathlessly explaining the fine intricacies of their research to those that show an interest or are trusted by the wizard, while others may not hide their research as be uninterested in explaining it to others, due to its complexity and unbelievablility.

Deeper Madness

Your studies of the entities that live out in the inky black of space is fascinating, but it starts to warp your understanding of reality.

When acquiring this arcane tradition and every even level after it (2, 4, 6, 8, 10, 12, 14, 16, 18, 20), your wisdom score is reduced by 1, but your intelligence score is increased by 1.

Summon Alien

The Alienist's studies of the entities between the stars has proven useful. The Alienist can cast Find Familiar, and can cast it as a ritual. This spell doesn't count among your spells known and it abides by the normal rules of the spell. However, your use of this spell warps the creature, making it a horrid beast.

When you cast this spell on the desired creature, the creature grows additional appendages, giving it two more attacks. These appendages can either be additional arms/legs or tentacles.

Additionally, the true form of this beast is wrong, it has become less like its original form and more like a deformed pile of flesh and bone. The creature has Alter Self covering its form. This can be turned on/off at will. While off, the creature has advantage on Intimidation checks, but is usually attacked on sight for its unusual and frightening appearance.

Alien Blessing

Your research in to the unknown gives you a sixth sense of the future. You have proficiency on all saving throws, however your max wisdom is reduced to 18 permanently.

Mad Certainty

Your studies have fortified you to the horrors that lurk beyond the stars, while providing a deeper understanding of those around you. Find Familiar can be cast a second time, binding two creatures to your service at any time. Attempts to intimidate you or read your thoughts are harder, imposing disadvantage on intimidation and insight checks directed at you.

However, your studies in to these have crippled your ability to socialize. All Wisdom based checks (Except saving throws) has disadvantage. Furthermore, Wisdom checks (Except Saving throws) have -2.

Alien Transcendence

Your dedication to the alien entities and mad secrets they hold has finally lead to your ascension.

Your race now contains the Aberrant monster type. Your body and the body of your Familiar transformed, as your familiar grows two additional appendages, while you grow 1-2 more appendages. These appendages work normally and function as if they always existed on your body. Your body ages slower than others, as 5 years counts as 1 year for you. Aging magic does not effect you and if you die any other way than aging, your body is taken by entities from the stars.

You also gain resistance to lighting, acid, poison and magic spells.

Your transformation gives you the ability to understand the entities you have researched. When interacting with Aberrant creatures, you have expertise in all Wisdom checks and your Wisdom is considered 20 while interacting.

He Who Knows All

Your xeno-brain has given you the ability to recall creatures from memory as your familiar, summoning a horrific version of that creature.

With your DM's permission, you can study a creature by being in its presence for a period of time equal to its size (Small - 15 mins, Medium - 30 mins, Large - 1 hour, Huge - 2 hours, Gargantuan - 4 hours). After your study is complete, you may recall that creature in to existence as your familiar, holding the same advantages that other creatures under the effect of Find Familiar and Summon Alien have.

Bargain of the Mad God

Your patronage to the unknown lets you commune with a deep god.

During a long rest, you may perform a ritual to commune with Yog-Sototh (or other omnipotent alien being) to ask a question. At the DM's digression, asking a question to this god will impose a penalty to ones mind. Depending on the question, Subtract an amount of Wisdom equal to the complexity of the question. For example; How to make a potion of healing? - 4 wisdom for 2 hours; What are the secrets to Lichdom? - set wisdom to 2 for 1+10d10 years.

Previous Versions

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