Wizard
Base Class: Wizard

By utilizing mix of Abjuration, Enchantment, Illusion and Psionics, the School of Thought is highly mind-based and theoretical in nature. The School of Thought focuses on memories, ideas, and the mind itself. By using the very thoughts a Wizard has, they can empower their spells and abilities.

Enhanced Encode Thoughts

At 2nd level, you learn the Encode Thoughts cantrip. A creature may instantly instantly receive whatever memory, idea, or message a thought strand from this spell contains by crushing it. Additionally, you may cast this spell on any other creature within reach. To do so, you must spend an action to make a melee spell attack; on a success, you steal a thought strand from that creature.

Inspiring Thoughts

Beginning at 2nd level, you can inspire others through strands of remarkable thought. To do so, you must use an Action to give a thought strand from Encode Thoughts to one creature other than yourself within 5 ft. That creature gains one Inspiring Thought die, a d4. A creature can only have one Inspiring Thought die at a time.

Once within the next hour, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls normally before deciding to use the Inspiring Thought die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiring Thought die is rolled, it is lost. A creature can have only one Inspiring Thought die at a time.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.

Your Inspiring Thought die changes when you reach certain levels in this class. The die becomes a d6 at 4th Level, a d8 at 8th level, and a d10 at 12th level.

Theft Memoriam

Beginning at 2nd level, whenever a creature within 120 ft of you dies, if it had at least 6 Intelligence, you may as a reaction steal its memories. You may browse through its past thoughts, gleaning inspiration from its ideas. You gain thought stands (as from Encode Thoughts) equal to that creature's Intelligence modifier (minimum of 0) that you may use as a bonus action to give yourself Inspiring Thought dice.

You may only have one Inspiring Thought die at a time, and the dice from this feature use your Inspiring Thought dice size.

You can only use this feature a number of times equal to your Intelligence modifier (minimum of once) each long rest.

Ingenious Spellcasting

Starting at 6th level, you may use your Inspiring Thoughts to streamline your spells to make any spell you cast even more difficult to avoid. When a creature succeeds on a saving throw against one of your spells, you may expend one use of your Inspiring Thoughts to force them to reroll.

Mind Delver

Beginning at 10th level, you can add your Intelligence modifier({{modifier:int}}) to any check you make in order to edit a creature's memory, read a creature's thoughts, or any roll you make that deals psychic damage.

Thought Thief

At 14th level, you learn to steal every memory a person has. When you use Encode Thoughts as a melee spell attack, you may attempt to steal a creature's memories from them if you are concentrating on a spell or ability that allows you to read their memories or mind. The attempt fails if you become unable to read the target's memories or mind, if you lose concentration, miss the melee spell attack, or willingly do not steal the target's memories.

If the attempt fails, you gain a strand with all of the information gathered, but the target does not lose any of its memory. If the attempt succeeds, the creature becomes a husk of its former self as its intelligence becomes 3, and relies on instincts alone to survive. The strand you create from this is very large and takes the form of a large spectral spool of yarn. Regardless of the result of the attempt, you suffer one level of exhaustion and are unable to use Inspiring Thoughts, Theft Memoriam, or Ingenious Spellcasting for 1d4 days.

As an action, you are able to insert this strand into a creature with Intelligence 3 or lower or something like a construct, simulacrum, or item (thereby turning it into a sentient magic item). Because the new body or object has the memories of the old target it now shares largely the same personality of the owner of the memories, and adopts the same alignment as the memories' owner as well.

School Of Thought Image

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