Wizard
Base Class: Wizard

Wizards who follow the teachings of the School of Secrets traditionally fall into one of two camps: servants of Vecna or his bitter enemies. It’s true that the School of Secrets was originally Vecna’s creation, but not even Vecna can keep a secret this good hidden forever.

Observe Weakness

Gained at level two. After a lifetime of discovering or prying secrets from people, you’ve magically honed your judgment of others’ character (or lack thereof). As a bonus action, you can size up a creature you can see within 60 feet, learning its two lowest ability scores and any vulnera- bilities it has.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Deceit's Demise

Gained at level two. You can tell when someone is withholding information. You gain proficiency in the Insight skill if you don’t already have it. You have advantage on Wisdom (Insight) checks to determine whether someone is lying to you. In addition, you have advantage on any saving throws against effects that compel you to speak the truth.

Bestow Vulnerability

Gained at level 6. You’ve mastered exposing a foe’s secrets, leaving them devastated and vulnerable. As an action, choose one creature you can see within 60 feet of you that can see or hear you. It must succeed on an Intelligence saving throw against your spell save DC or gain a vulnerability to a damage type of your choice. The vulnerability lasts for 1 minute or until it takes damage of that type from you.

You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses of it when you finish a long rest.

Absolute Disclosure

Gained at level 10. No matter how deeply others keep their darkest secrets locked away, you know how to find the key. You can use an action to compel a creature you can see within 30 feet of you that shares a language with you to reveal a dark secret it holds. The creature makes your choice of a Constitution, Intelligence, Wisdom, or Charisma saving throw against your spell save DC as you shape your argument against its weakness. The creature has advantage on its save if you or your companions are fighting it. If it fails the saving throw, it immediately discloses its darkest secret. After it does so, the creature knows it was forced to disclose a secret to you.

Expose Secrets

Gained at level 14. Everyone has a secret that, if exposed, will utterly ruin their psyche. As an action, you can choose a creature you can see within 60 feet of you. That creature must make a Wisdom saving throw against your spell save DC or become stunned. While stunned in this way, a creature takes 4d6 psychic damage at the end of each turn, after which it can make a Wisdom saving throw to end the stunned effect. The DC of this saving throw equals 30 − the psychic damage dealt that turn by this feature. The effect ends automatically if the creature takes damage from a source other than this feature.

Once you use this feature, you can’t do so again until you finish a long rest.

School Of Secrets Image

Comments

Posts Quoted:
Reply
Clear All Quotes