Base Class: Wizard
You were conceived in the dreamscape of aberrant creatures with cosmic visions. Their power flows through you. It isn't a gift. It is a right. Those that underestimate your power won't
live long enough to regret it. You are the smartest and most powerful being in the universe. And everyone knows it. The creatures around you might act like they don't believe in your ultimate majesty, but that is a futile attempt at deception. They are threatened by your power. Maybe they think they can take it from you. Some of them might even pretend to be your allies. The fools. You are not their allies. They are your tools.
Eye Stalks
Starting at 2nd level, as a bonus action, you can extend or retract eye stalks out of your head. They can take any visual form you like, such as arcane symbols glowing around your
head or actual eye stalks. While your eye stalks are extended, you can use them as spellcasting focus. In addition, while your eye stalks are extended, you can use your action to expend spell slots to shoot specialized lasers at a creature you can see within 60 ft. of you based on the table below:
- Enervation Ray: Make a ranged spell attack. On a hit, the target takes 3d8 force damage. If you expend a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
- Charm/Fear Ray: The target creature must succeed on a wisdom saving throw or be charmed or frightened (your choice) by you for 1 minute. At the end of each of the creature's turns, they can make another wisdom saving throw. On a successful save, the eye ray effect ends.
- Telekinetic Ray: If the target is a creature, it must succeed on a strength saving throw or you move it up to 30 feet in any direction. It is grappled by the ray’s telekinetic grip until the start of your next turn or until you are incapacitated. If the target is an object weighing 30 x your intelligence score pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction.
- Slow Ray: The target must succeed on a wisdom saving throw or be effected by the effects of the slow spell for 1 minute. This doesn't require concentration and the effect only ends after a minute or if you become incapacitated.
- Paralyzing Ray: The target must succeed on a constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns. If a creature saves against the ray before the minute has passed, you can use your action to focus the ray on a new target. Once a creature saves against the eye ray, they are immune to it until you expend another spell slot to activate it again.
Paranoid Arcanist
At 6th level, you have come to understand the importance of arcane secrecy. You no longer require a spellbook as you keep all of your known spells memorized in your mind. When copying a spell, you can memorize it instead adding it to a spellbook. Copying spells in this way doesn't require any gold, but takes twice the normal amount of time required. You still prepare spells as normal. In addition, once per long rest you can use a bonus action to swap out one of your prepared spells for another spell you have memorized.
Improved Eye Stalks
Starting at 10th level, your eye stalks grow more powerful. While your eyestalks are extended, you gain the following features:
- You gain 360 degree vision.
- You can't be surprised.
- The range of your eye rays extends to 120 ft.
Antimagic Eye
At 14th level, you can rend the magic of others with your power. As an action, you open your arcane eye, creating an area of anti-magic, as in the anti-magic field spell, in a 60-footcone. At the start of each of your turns, you decide which way the cone faces and whether the cone is active. The area works against your own eye rays. The anti-magic cone lasts for 1 minute, or until you end it early as a bonus action. Once you use this ability, you can't use it again until you finish a long rest.
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