Wizard
Base Class: Wizard

Tzeentch, chaos god of lies and knowledge, has whispered into your mind. He has promised to teach you the secrets of the arcane, granting you power beyond any mortal spellcaster. Though he is renowned for his trickery, for one reason or another you decided the risk was worth it. Now you plunder the forbidden secrets of this world, all the better to bend it to your will.

Lores of Tzeentch

Lores of Tzeentch: When you choose this subclass at 2nd level, choose a Lore of Tzeentch. The Lore of Tzeentch you choose determines what your Favored School is. When you gain a Wizard level, you can change your Lore of Tzeentch.

  • Lore of Change: Your Favored School is Transmutation.
  • Lore of Destruction: Your Favored School is Evocation.
  • Lore of Knowledge: Your Favored School is Divination.
  • Lore of Lies: Your Favored School is Illusion.

Favored Savant: The gold and time you must spend to copy a spell from your Favored School into your spellbook is halved.

 

 

Mocking Mimicry

Tzeentch mocks the power of mortal mages, granting you gifts they took years to perfect as though they were mere afterthoughts. You gain the following abilities depending on your Lore of Tzeentch.

  • Lore of Change, Minor Alchemy: Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance).
  • Lore of Destruction, Sculpt Spell: Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
  • Lore of Knowledge, Portent: Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
  • Lore of Lies, Improved Minor Illusion: When you choose this school at 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.

Forbidden Knowledge

At 6th level, Tzeentch teaches you how to bend the rules of spellcasting, allowing you to surpass the limitations of a wizard. All spells from your Favored School are added to the wizard spell list for you.

Power of Chaos

Service to the Changer of Ways is a pathway to many abilities some consider to be.. unholy. Beginning at 10th level, you receive a special gift from Tzeentch to reward you for your mastery in his lores. You gain the following abilities depending on what your current Lore of Tzeentch is. After you use one of these abilities, you cannot use any of them again for 9 days.

  • Lore of Change, Form of Chaos: You attempt to punish a creature for failing it's magic with the ultimate price. When a creature within 60ft of you fails to either cast a spell, hit their intended target with a spell, when their intended target succeeds a saving throw against their spell, or if their spell is counterspelled, you can use your reaction to immediately transform them into a Chaos Spawn. A creature transformed into a chaos spawn becomes a Fiendish Spirit using the Demon option as detailed in the Summon Fiend spell for as long as you retain concentration as if you were concentrating on a spell, and it always listens to your commands. If you loose concentration, or if this effect is removed with an effect such as Greater Restoration, the return to normal. If you retain concentration on this ability for 1 hour, the effects become permanent and nothing short of a wish spell can return the creature to it's original form.
  • Lore of Destruction, Eternal Conflagration: When you cast successfully cast an Evocation spell that targets an area, the spell's energy slowly coalesces into a secondary strike. If you declare you are using this ability after you successfully cast an evocation spell that targets an area, the spell will automatically be recast in the same area at the end of your next turn. regardless of whether you have a spell slot to cast it or if you moved out of range.
  • Lore of Knowledge, Glimpse of Eternity: Once per day, during a long rest, you may cast Legend Lore without using a spell slot or any material components.
  • Lore of Lies, Ever-flowing Deception: Your illusory magics become so realistic, that even you are unsure of their falsehood. Creature have disadvantage on any check made to identify an Illusion spell you cast as an illusion. Whenever a creature would take damage from an Illusion you created, they take an additional 1d6+L damage where L is the level of the spell that created the illusion. 

Deamon Prince of Change

Starting at 14th level, your god rewards you with the ultimate gift any servant of chaos could ask for, a transformation into a Daemon Prince. Your powers are limited for now, but one day you shall become known as one of the greatest champions of chaos.

You gain the ability to transform into a Daemon Prince for one hour once every 8 days. While you are a Daemon Prince, you gain the following abilities.

  • You gain the Fiend creature type and you can become one size larger (you decide when you first use this ability).
  • Your gain a pair of feathery wings or the ability to hover, granting you a flight speed of 30ft
  • You have advantage on saving throws against spells.
  • You are considered to have chosen all 4 Lores of Tzeentch from your Lores of Tzeentch feature at once.
  • You gain an extra reaction each round, but you can only use it to cast Counterspell. You learn Counterspell if you don't already know it.

At 20th level you gain the ability to transform into a Daemon Prince permanently, removing the time limit from this feature.

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