Wizard
Base Class: Wizard

Can use Wizard hit dice to power certain abilities.

Hit Die Pool

You have learned to harness your own life essence to power certain features and abilities. Your life essence is represented by your Wizard hit dice and your hit point maximum at any given time. You have a number of Wizard hit dice equal to your class level and you can recover a number of them equal to one half your class level when you finish a long rest.

Manipulate Aspect

You have spent so much time studying life essence that you have learned how to access and manipulate a small piece of a creature’s life essence after touching that creature.

Accessing Essence

As a bonus action you can attempt to touch a creature with your open hand and access into its life essence for 1 minute. Make a melee attack using your Dexterity modifier against a creature you can touch. On a hit, you successfully touch the target and access its life essence.

Your access to a creature’s life essence lasts for 1 minute unless you use this feature and successfully touch the creature again. Your access ends early if you manipulate an aspect of the creature’s life essence, access the life essence of another creature, fall unconscious, drop to 0 hit points, or die.

Manipulating Aspects

When you gain this feature, you learn the “Replicate” manipulation and can maintain one aspect manipulation at a time. You learn more ways to manipulate aspects, and how to maintain more manipulations at a time when you reach certain levels in this class.

While you have access to a creature’s life essence, you can manipulate any one aspect of it with one of your manipulations. An aspect can be a resistance, immunity, sense, proficiency, feature, or ability and it must be granted to the creature by its species, class, or some other natural source in order for you to manipulate it. You can not manipulate a legendary, mythic, or lair aspect. You must have a basic understanding of the aspect you attempt to manipulate or the manipulation fails. You do not gain insight into which aspects a creature possesses when you access its life essence.

Once you manipulate an aspect, it remains manipulated in that way for 1 minute. You can release a manipulation on an aspect earlier by using a bonus action on your turn. You automatically release a manipulation if you fall unconscious, drop to 0 hit points, or die. If you try to exceed the maximum number of manipulations you can maintain, the oldest manipulation immediately releases, and then the new manipulation applies.

The number of aspect manipulations you can maintain at a time increases to 2 at 6th level, 3 at 10th, and 4 at 14th.

Replicate Aspect

Replicate Aspect

When you access a creature’s life essence, or as a bonus action on each turn until your access ends, you can spend 1 Wizard hit die to replicate one aspect of it in yourself. You gain the aspect you replicate and its effects as if granted to you by the same means as the creature.

While you maintain a replicated aspect, the following rules apply:

  • You immediately gain any passive effects of the aspect.
  • You must spend 1 Wizard hit die each time you use an aspect that requires activation.
  • You spend your Wizard hit dice in place of any special resource, unless you already have access to the same resource. (i.e. Ki points, sorcery points, etc.)

You otherwise follow the same rules of use as if you had the original.

Learn Aspects

You can delve deeper into the life essence of a creature you have accessed, learning the secrets locked within. As an action while you have access to a creature’s life essence, you can learn one of its features and abilities, or all of its resistances, immunities, senses, or proficiencies (your choice).

Suppress Aspect

Your mastery of manipulating life essence has grown. You learn the “Suppress” manipulation and can now maintain up to 2 aspect manipulations at a time.

While you have access to a creature’s life essence, as an action on each turn until your access ends, you can spend 2 Wizard hit dice and attempt to suppress an aspect of the creature’s life essence. The target must succeed on a Constitution saving throw against your spell save DC or have one of its aspects suppressed. The target can attempt the saving throw again at the end of each of its turns.

While you maintain the aspect suppression, the creature cannot use the suppressed aspect or gain the benefits of having it, as if it never had it in the first place.

Riposte

You have learned how to access essence faster and potentially turn the tides of close quarters combat. You can access a creature’s life essence as a reaction and can now maintain up to 3 aspect manipulations at a time. When a creature within 5 feet of you targets you with a melee attack, you can use your Access Essence feature as a reaction to try to access its life essence.

Steal Aspect

You have an unsurpassed mastery of manipulating the life essence of creatures around you. You learn the “Steal” manipulation and can now maintain up to 4 aspect manipulations at a time.

While you have access to a creature’s life essence, as an action on each turn until your access ends, you can spend 4 Wizard hit dice to steal an aspect of its life essence. The target must succeed on a Constitution saving throw against your spell save DC or have one of its aspects stolen.

While you maintain the stolen aspect, you can use the aspect as if you have replicated it as described in your Replicate Aspect feature, and the creature cannot use it as if you have suppressed it as described in your Suppress Aspect feature. Unlike your Suppress Aspect manipulation, A creature that has had an aspect stolen cannot repeat the saving throw at the end of its turn.

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