Base Class: Wizard
Mystic wizards revel in their versatility - believing that their cards hold the answers to victory, and a path forward.
Lore Mastery
Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.
In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).
Deck of Sorcery
At 2nd level, you gain access to a special mystical deck of tarot cards. Each has its own power. On each of your turns as a Bonus Action, you can draw from your Deck of Sorcery 1 card. The range of the abilities granted by the cards have a range of 30 feet, can be used on you and other creatures, and their effects last until the start of your next turn. You can make a number of draws equal to your wizard level per long rest. To draw from the Deck of Sorcery - roll 1d20, and consult the table below. You do not need to use the card when you 'draw' it, but you cannot hold the card for later usage - it must be used on your turn as part of your Bonus Action.
1. The Magician (Manifestation); The next spell cast will count as casted one spell slot higher at no additional cost. Max 3rd Level spells.
2. The High Priestess (Aura); Gain 1d12+INT modifier as temporary HP.
3. The Empress (Aegis); Gain AC equal to your INT modifier (max 5).
4. The Emperor (Wrath); Gain Attack advantage on next single target attack (weapon or spell).
5. The Hierophant (Sanctuary); Gain Evokers Sculpt Spell ability on next spell cast.
6. The Lovers (Respite); Gain 2d6+INT modifier HP.
7. The Chariot (Celerity); Gain movement speed equal to double your wizard level. You do not provoke opportunity attacks while using this extra movement.
8. Strength (Reaver); Gain +2 damage dice on next weapon or spell attack (of the same damage type).
9. The Hermit (Enochian); Gain Sorcerers Transmute Spell ability on next spell cast. Can change damage type to fire, radiant, poison, acid, necrotic, psychic, cold, lightning, thunder.
10. Justice (Leyline); Extend next spell casts range by 30 feet.
11. The Hanged Man (Severity); Next spell or weapon attack has its critical hit range expanded to 18-20.
12. Death (Calamity); Impose damage vulnerability of any kind of damage type.
13. Temperance (Inspiration); Gain advantage on fear/charm saves.
14. The Devil (Haunt); If single target of next spell fails the saving throw, they also suffer a reduction of 1d6 AC.
15. The Tower (Mantle); Gain resistance to damage type of your choice.
16. The Star (Wish); Next spell cast does not use up a spell slot, but cannot be up-cast. Max 5th level spell.
17. The Moon (Luna); Teleport to an unoccupied space you can see within 90 foot range.
18. The Sun (Radiance); Gain a bonus to all saving throws equal to your INT modifier. You shed bright light within 5ft during this effect.
19. Judgment (Devastation); The next single target of your spell has disadvantage on that saving throw.
20. The World (Revelation); The next spell cast has its DC increased by your INT modifier.
Astral Trance
Starting at 6th level, you can use your action to increase your powers of mysticism. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a short or long rest.
Darkvision. You gain darkvision out to a range of 60 feet.
Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
Greater Comprehension. You can read any and all writing, and can understand all languages.
See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.
Mystic Eye. You can cast Detect Magic at will.
Shared Fortune
At 10th level, you are able to share the effects you give to your allies from your Deck of Sorcery. The range of your Deck of Sorcery increases to 60 ft.
Wheel of Fate
At 14th level, you are a master over the cards you draw from your Deck of Sorcery. Any time you draw from your Deck of Sorcery as a bonus action, you can choose to draw up to your INT modifier in cards, and choose the card you wish from the cards drawn (max 5), you discard the rest of the cards drawn this way.
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