A wild, magical disaster permanently altered your essence. Your eyes shine with twin arcane radiances, and your mind twists between brilliance and instability.
Arcane Surge
You gain:
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Proficiency in Arcana (Expertise if already proficient), and
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+1 to your choice of Wisdom, Intelligence, or Charisma.
Dual Arcane Eyes
Your eyes glow with two different magical lights:
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Left Eye — Universal Sight: You can read all written languages.
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Right Eye — Volatile Vision: Choose one at the end of a long rest:
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Detect Magic (as the spell)
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Locate Object (as the spell)
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See Invisibility (as the spell)
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Using this eye requires a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier).
On a failed save, you become confused and stunned until the end of your next turn as chaotic magic overwhelms you.
On a success, you use the effect normally.
Dual Concentration
Your mutation allows you to maintain two concentration spells at once, with limitations:
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When attempting to cast and/or concentrate on two spells simultaneously, you must succeed on an Arcana check (DC = 10 + the level of the higher-level spell).
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If you would lose concentration (from damage or another effect), and your HP is below half, you may choose which one spell drops instead of losing both.
You cannot maintain two spells if one requires concentration on itself twice (no double-stacking).
Instinctive Spell Learning
You can learn spells simply by observing them:
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When you witness a spell being cast multiple times (DM decides how many), you can understand its structure.
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You may write it down or add it to your spellbook/known spells without a scroll.
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You must still meet class restrictions for learning or preparing the spell.
Spell Evolution
Upon reaching 8th level, you may choose two leveled spells (1st–3rd) that you know or have prepared.
These spells become treated as cantrips for you.
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You may cast them at their lowest level without expending a spell slot. (You can still cast them using spell slots)
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You can choose one of those spells and make the spell’s casting time become Bonus Action if it originally required an Action. You can only do this when your HP drops below half.
The number of spells you can treat this way increases by your Proficiency Bonus (starts with 2 at level 8).
Volatile Arcane Hunger
Your unstable magic requires fuel.
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Once per long rest, you must consume a magical item (common or higher).
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Potions count.
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Items fully destroyed by consumption.
- When you die, you release a wild negative magical pulse that constantly damages everything within 20 feet of you. Creatures within the range must make a Constitution saving throw or take 1d12 necrotic damage at the start of their turn or upon entering the area.
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If you complete a long rest without consuming a magical item, you gain 1 level of exhaustion.
This exhaustion repeats every long rest until you either feed the anomaly or die.
Previous Versions
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12/12/2025 12:57:07 AM
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4
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1
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1
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Coming Soon
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12/12/2025 1:09:42 AM
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3
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0
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1.1
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Coming Soon
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