Wizard
Base Class: Wizard

Among Wizards the knowledge of Truth Keying is the most protected due to its stem from dark origins. Wizards who follow this path usually have a high moral code and tend to feel a duty to study and understand the history and how to not repeat it. While all wizards regard the ability to manipulate reality, truth-keying wizards see reality as a subjective understanding of what is factual. With an arcane key to unlock abilities unique to these wizards, the truth is there's to imbue.

Arcane Key

2nd-level Truth Keying feature

Once per day, as a bonus action, you can magically create a tiny Key in your free hand. This key grants the following properties:

  • The key unlocks any lock that is not magically enchanted that you leave the key inserted in for 1 hour. It acts as a skeleton key and there is no limit to the number of locks that it can unlock be attuned to.
  • Should you ever lose or have your spellbook destroyed you can enter your key into the lock of your spellbook (as long as it has a lock) and in 24 hours it will return all written text into the book. 
  • You can sacrifice a key to cause a lock to never be unlocked again, short of a wish spell.

This key disappears if you create another one or if you die. If the Key disappears it is sacrificed. When a Key is sacrificed it loses all held properties. Summoning a new key will have to be attuned to a spellbook over a long rest and no longer unlocks and other previously keyed locks. 

Moral Agreement

2nd-level Truth Keying feature

By accepting the moral agreement from the Delghulta and the board of cabalistic knowledge you have gained the following features to your key. 

While you are holding your Key, it grants you the following benefits:

  • You can use the key as a spellcasting focus for your wizard spells.
  • While using your key as a spellcasting focus Verbal components are no longer needed.
  • You can sacrifice a key for any spell that has a material component that costs money. 

 

Mind of the Betrayer

6th-level Truth Keying feature

You can conjure forth the mind of the betrayer. As a bonus action, while the key is on your person, you can communicate inside your mind with the key. Additionally, anything you touch with the key can communicate with you through it. 

While manifested, the mind of the betrayer can hear and see anything it is currently touching,  as such it has true sight truesight with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required). (For example the key touches a wall and anything interacting with the wall out to 60 feet the key senses and can communicate to you.)

Whenever you cast a wizard spell on your turn, you can cast it originating from any point the key is touching as if it were an extension of yourself. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The mind of the betrayer stops manifesting if someone casts dispel magic on it, if the key is destroyed/sacrificed, if you die, or if you dismiss it as a bonus action. Once you conjure the mind, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.

Augmenter of Truth

10th-level Order of Scribes feature

Whenever you finish a long rest, you can create one magical item of uncommon level or lower by touching your key to an object. To do so you must be familiar with a magical item that is already in existence and is not consumable. 

The key must be within direct contact of the item to be augmented. The magical item must be roughly the same size as the normal item you are touching and can not be greater of a level than Uncommon. The transformed item will keep its magical properties until you fall unconscious by means other than naturally induced sleep, or die. 

Additionally, you must sacrifice gold equal to half the value of the item you are creating. So an Uncommon magical item that is worth 500gp, will cost you 250gp to make. 

Everything a Door

14th-level Truth Keying feature

Your connection to your Key has become so profound that your soul has become entwined with it. While the Key is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore. Additionally, you can touch the key to a magical item and cast the Identify spell without expending a spell slot.

Moreover, your key allows you to move indiscriminately between spaces. A number of times equal to your Intelligence modifier you can cast the spell Dimension Door as a bonus action without using a spell slot per day. Alternatively, you can cast the spell Teleport a number of times equal to half your proficiency bonus rounded down per day. If you attempt to use the key for anything after these uses have been expended for a day strange effects occur. 

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