Wizard
Base Class: Wizard

Unlike other practitioners of arcane magic, you have learnt how to wield magic both present in the weave, nature and the spaces between and beyond realms, becoming a bridge between these sources of knowledge and arcana. With these practices, you have learnt the unusual magic of the hags of the world, researching the rituals and forms of magic that they wield, learning how to harness those magics for your own use, or to shift the battlefield in the favor of your allies.

Ritual Weaver

At 2nd level when you choose this subclass, you have become adept at manipulating magic to flow as you wish, allowing you more efficiently ritually cast spells. As a result of this you can transcribe spells with the ritual tag from any spell list into your spellbook and any time you choose to ritually cast a spell, the additional time required to do so is reduced to 1 additional minute instead of 10.

Atypical Arcana

At 2nd level, your studies into the unusual forms of magic have allowed you to harness forms of magic not usually available to other practitioners of arcane magics. Due to your discoveries, you are now able to cast two 1st level spells of your choosing from either the druid or warlock spell list. You cannot change these spells however for you they are always prepared and count as wizard spells. At 6th, 10th and 14th level in this subclass you are able to learn more spells from the warlock and druid spell list in this manner.

Ars Imbuo

At 6th level,  you have learnt how to imbue items, organic or inorganic, with your magic to create a variety of effects, be it for your protection or the warding of others. Similarly to the hags and witches of fairytales and folklore, you have become adept in creating a variety of curses and charms to further your goals. When you gain this feature, you gain a number of imbuing points equal to the number of levels you have in this subclass. These imbuing points can be used to apply curses onto targets of your choosing. When gaining this feature, you learn 3 curses you meet the prerequisites for, and are able learn an additional curse every three levels you take in this class after 6th level. You can change the curses you know every time you level up in this class. As well as this, you learn the bestow curse spell. For you, the spell has a 30ft range and is always prepared.

Curses and Charms:

Imbuing points can be used for applying curses and charms on chosen targets. When a target is forced to make a save as a result of the use of imbuing points, your spell save DC in this class is the DC. A curse that states that it reduces your total maximum amount of imbuing points reverts your total imbuing point is increased by the number of imbuing points used to put the effect into motion but it does not replenish lost imbuing points after the effect ends. You can also convert spell slots into imbuing points, with the level of the spell slot translating to the number of imbuing points gained from the conversion as a bonus action. You regain all lost imbuing points on a long rest. Each curse has a level prerequisite. This level prerequisite refers to your level in this subclass. 

Agony

Prerequisite: 14th level

As an action, you expend six imbuing points and target a creature within 30 feet of you, and the target must make a Constitution saving throw. On a fail, the target is overcome by immense pain and is incapacitated. On each subsequent turn, you may use your action to continue the incapacitation, and the target may make another Constitution saving throw to attempt to break the effect. Once the target succeeds on this saving throw,  the effect ends. If you do not use your action to continue this effect, it ends. 

Autumn's Fade

Prerequisite: 10th level

You channel the goodwill of autumn and the aid it provides those it wishes it upon to change your battles. As an action, you expend 4 imbuing points, targeting a number of creatures equal to your intelligence modifier (minimum of one, yourself included) with this effect. Each of these creatures can then use their reaction to cause autumn leaves to swirl around them, allowing them to teleport to an unoccupied space within 20 feet of them that they can see and dealing 2d6 slashing damage to creatures of their choice within 5 feet of them from the point they teleported to and from.

Binding Mark

Prerequisite: 6th level

You call on your magic to bind and slow your target. When you affect a target with a spell that targets only one creature, you can expend 1 imbuing point to reduce that creature's movement speed by 5 feet. For a spell to be eligible to apply this effect, the spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Cackle

Prerequisite: 6th level

As a bonus action, you can expend 1 imbuing point and cackle maddeningly and all creatures within 30 feet who can hear you must make a Wisdom saving throw against your spell save DC or take a 1d4 penalty on their saving throws against your curses until the start of your next turn. If a creature can't hear you or is immune to being charmed, this curse has no effect on them.

Focused Fortune

Prerequisite: 6th level

As a bonus action, when a creature takes damage or is affected by one of your spells, you can expend two Imbuing points to focus fortune or misfortune on them. If you choose to focus fortune on the creature, they can reroll one ability check, attack roll or saving until the end of their next turn. If you choose to target misfortune on a creature, the creature must make a charisma saving throw. On a fail, you can choose to impose disadvantage on one ability check, attack roll or saving throw until the end of the creature's next turn. 

Glamoured Mists

Prerequisite: 6th level

As an action, you surround yourself with enchanted mists that place a glamour on you in a five foot radius around you. You expend 2 imbuing points and each creature within a 30ft radius around you must make a Wisdom saving throw. On a fail, the creatures are charmed for a number of rounds equal to your intelligence modifier as they become enamored by the glamour upon you taking the form of something or someone they desire. A creature that has blindsight, tremorsense or truesight affecting you within their sense's range is immediately passes the save for this effect.

Hag's Eye

Prerequisite: 14th level

As an action, you expend 3 imbuing points and pluck the vision from your eye, manifesting an invisible arcane sensor that lasts for 30 minutes. When making the sensor in this way, you cannot see out of the eye you chose to take vision from, and for the duration of the effect, you have disadvantage on perception checks relating to sight. This disadvantage does not apply on checks made to see through the sensor. This sensor has the same senses as you and you mentally receive visual information from it. You may move the sensor up to 50 feet in any direction as an action. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter. You may expend an additional imbuing point when the sensor is about to dissipate to extend its duration by 10 minutes.

Marking of the Evil Eye

Prerequisite: 6th level

As an action, you can glare at a creature within 30 feet of you, and if they can see you, you place a mark attracting spirits to hinder them. Your expend 3 imbuing points and you must choose one of the following features: Ability Checks, Armor Class, Attack Rolls, Damage Rolls, or Saving Throws. The targeted creature must succeed on a Wisdom saving throw or they take a penalty to the feature you chose equal to half your Proficiency bonus (rounded down). This penalty lasts for 1 minute and the target can repeat the saving throw at the end of each of their turns, ending the effect on a success. 

Poppet of Amelioration

Prerequisite: 10th level

You create a poppet to turn negative energies into positive energies. To create a poppet of amelioration, you reduce your total imbuing point maximum by 5, and over the course of a minute, you stuff a ragdoll with 20 gold piece's worth of wire made of silver and a possession or a body part of the target you wish to aid with this poppet. The next time the target of the poppet is poisoned, charmed, frightened, blinded or deafened, the poppet and the materials used to create it are destroyed, and the target of the poppet immediately is cleansed of the condition triggering the poppet, and until the end of the targets next turn, they gain advantage on all ability checks, attack rolls and saving throws. Your imbuing point maximum is no longer lowered by this charm after the poppet breaks.

Poppet of Crude Control

Prerequisite: 14th level

You create and mold a crude depiction of a creature you can see within 60 feet of you, infusing the depiction with your magic to attempt to influence the target's actions. As an action, you reduce your total imbuing point total by 5 points, molding wax in the image of your target, and the target must make a Charisma saving throw or fall under the effects of this curse for one minute. On subsequent turns, you can use your action to force the creature to cause one of the following effects. On the end of each of the creature's turns, it may make another save against this at the end of each of it's turns. On a success, your control over the creature ends. If you use a garment or possession of the creature when creating the waxen poppet, it has a -5 on its save to end the effect, and if you use a body part of the creature, it has a -10 on the save. If you use a possession or body part of the creature in this way, they are destroyed. Your imbuing point maximum is no longer lowered by this charm after the poppet breaks. A creature immune to being charmed is immune to being controlled in this way.

Attack . You cause the target to use its action to strike a creature within its melee range. Make a melee spell attack against the creature's AC, on a success the target hits the creature.

Drop Equipment. You cause the target to drop everything it is holding.

Forced Movement. You cause the target to walk up to its speed in a direction of your choice, if it can fly you can cause it to take off and fly or stop its wings from moving, plummeting it to the ground.

Poppet of Nullification

Prerequisite: 14th level

You create a poppet to completely nullify damage for but a moment. To create a poppet of nullification, you reduce your total imbuing point maximum by 7, and over the course of a minute, you stuff a ragdoll with 300 gold piece's of adamantine dust and a possession or body part of the target of this poppet.  While the target of this poppet has the figure on their body, whenever they take damage, they can as a reaction hold up the poppet and reduce the incoming damage to 0,  destroying the poppet and the materials used to make it in doing so. Your imbuing point maximum is no longer lowered by this charm after the poppet breaks.

Poppet of Protection

Prerequisite: 10th level

You create a poppet to protect a creature of your choice from harm. To create a protection poppet, you reduce your total imbuing point maximum by 4, and over the course of a minute, you stuff a ragdoll with 20 gold piece's worth of medicinal herbs and a possession or body part of the target you wish to protect with this poppet. As you create the poppet, you state the type of damage you wish to protect the target from. The next time the poppet's target takes damage of that type, the poppet and the materials used to create it are destroyed and the poppet is no longer useable and the target gains resistance to that type of damage for a number of rounds equal to your Intelligence modifier. Your imbuing point maximum is no longer lowered by this charm after the poppet breaks.

Poppet of Sympathetic Magic

Prerequisite: 14th level

Sympathetic magic uses objects resembling or associated with a creature to affect it via arcane means. To create a poppet of sympathetic magic, you reduce your total imbuing point maximum by 5 , and over the course of a minute, you stuff a ragdoll with 200 gold piece's worth of platinum dust and a possession or body part of the target of this poppet. Once this poppet is complete. Any spell can be cast on the poppet and will not affect it. The spell will instead affect the poppet's target regardless of range. Once a poppet is targeted with a spell in this way, the poppet and the materials used to create it are destroyed. Your imbuing point maximum is no longer lowered by this charm after the poppet breaks.

Spirit Ward

Prerequisite: 6th level

As an action, you call upon spirits to help protect a creature of your choosing. As an action, you touch one creature and spend 2 imbuing points to ward a creature, giving it advantage against being charmed, frightened or possessed for an hour. The creature also gains 3d4 temporary hit points. You can choose to expend additional imbuing points to add an additional d4 to the amount of temporary hit points the target gains, up to a total of two additional imbuing points.

Spring's Bloom

Prerequisite: 10th level

You channel the cleansing and growth of spring to aid your allies. As an action, you expend 4 imbuing points and let out a cleansing pulse in a 30 foot radius around you, targeting a number of creatures equal to your Intelligence modifier. Each of these creatures can choose to have either a disease or their choice of a blinded, deafened, poisoned, paralyzed or stunned condition cleansed from them. In addition to this, each of the chosen creatures have their movement speed increased by 5 feet  until the end of their next turn as the rapid growth of spring fills them with energy.

Summer's Heat

Prerequisite: 10th level

You channel the heat of a midsummer day to weaken your enemies. As an action, you expend 4 imbuing points and force incredible heat to wash over a target of your choice within 60 feet. The target must succeed on a Constitution saving throw or gain one level of exhaustion. A target that has resistance or immunity to fire damage automatically succeeds on this saving throw.

Tainted Wounds

Prerequisite: 14th level

Using your magic, you impede the process of healing for your foes. You expend 4 points and target a creature within 60 feet of you, and for the next minute, whenever the target regains hit points, the target must make a Constitution saving throw. On a fail, the healing is reduced to zero and the creature instead takes 3d8 necrotic damage.

Winter's Frost

Prerequisite: 10th level 

You channel the frost of a deep winter night to immobilize your foes. As an action, you expend 4 imbuing points and subject a target within 60 feet to incredible cold. The target must make a Constitution saving throw. On a fail, frost creeps up the target's limbs, rendering them numb and immovable for a number of rounds equal to your Intelligence modifier. While the creature is affected in this way, they cannot move their arms or legs, as a result, they cannot move, and when taking the attack action, interact with an object with their hands or when casting a spell with a somatic component, the target must make a dexterity check against your spell save DC. On a fail, the target loses their attack, spell or are unable to properly interact with the object they were trying to interact with. The target can make a Constitution check at the end of their turn to attempt to shake off the effects of this curse. A creature with resistance or immunity to cold damage automatically passes the saving throw for this effect.

Improved Atypical Arcana

At 6th level, your delving into unusual forms of arcana have allowed you to grasp a better understanding on how to call upon such forms of magic. You are now able to learn one spell of 1st to 2nd level from the druid or warlock spell list. This spell is subject to the same rules as those you learnt in this manner at 2nd level in this subclass.

Further Improved Atypical Arcana

At 10th level, your delving into unusual forms of arcana have allowed you to grasp a better understanding on how to call upon such forms of magic even further than before. You are now able to learn one spell of 1st to 4th level from the druid or warlock spell list. This spell is subject to the same rules as those you learnt in this manner at 2nd level in this subclass.

Form Coven

At 10th level, you have mastered imbuing objects and creatures with your magic to the point that you are able to create arcane bonds between yourself and a group of creatures. You are now able to form a coven with yourself and a number of other creatures equal to your proficiency bonus after the completion of a long rest. You can choose to add or remove creatures from your coven after completing a long rest.

You are able to cast any ranged wizard spell you have prepared from the location of any member of your coven within 30ft of you. You can only use this feature a number of times equal to your Intelligence modifier plus your proficiency bonus. The uses on this feature rest after a long rest. 

Advanced Atypical Arcana

At 14th level, you have delved deep enough into the studies of unusual forms of magic to gain access to powerful forms of it. You are now able to learn a spell of 1st to 6th level from the druid or warlock spell list. This spell is subject to the same rules as those you learnt in this manner at 2nd level in this subclass.

Anima Vestra Daemona

At 14th level, you have learnt to project your soul and manifest your magics to form a magical creature to empower your spellwork and help restore your magic. You learn the find familiar spell if you do not have it already have it and for you it is always prepared. 

The familiar you summon functions exactly the same as that described in the spell except for the following features:

  • The familiar has a bonus to its AC equal to your Intelligence Modifier.
  • The familiar has hit points equal to two times your level in this subclass.
  • The familiar has an Intelligence and Wisdom score equal to your own and can speak any language you can.

As well as this, your familiar has two additional actions it can perform:

  • Empower Arcana: As an action, when within 5 feet of the familiar's owner, the familiar can give its owner a bonus to their spell attack rolls equal to half the proficiency bonus of the familiar's owner.
  • Imbuing Restoration: Three times per day, the familiar touches its owner and restores 1d4+1 imbuing points.

Previous Versions

Name Date Modified Views Adds Version Actions
7/23/2020 1:04:30 PM
16
0
--
Coming Soon
7/24/2020 10:23:03 AM
18
0
--
Coming Soon
7/24/2020 10:47:37 AM
18
0
--
Coming Soon
7/24/2020 10:48:37 AM
19
0
--
Coming Soon
7/24/2020 11:56:17 AM
23
0
--
Coming Soon
7/24/2020 2:21:18 PM
26
0
--
Coming Soon
7/24/2020 3:41:23 PM
30
0
--
Coming Soon
7/24/2020 4:01:53 PM
34
0
--
Coming Soon
7/24/2020 4:35:22 PM
37
0
--
Coming Soon
7/25/2020 4:14:41 AM
51
0
--
Coming Soon
8/1/2020 8:41:29 AM
58
1
--
Coming Soon
8/20/2020 7:48:01 AM
81
0
--
Coming Soon
7/16/2021 3:10:13 AM
223
8
--
Coming Soon
7/16/2021 3:13:32 AM
226
0
--
Coming Soon
7/24/2021 2:58:47 AM
249
0
--
Coming Soon
7/24/2021 4:24:45 AM
233
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes