Base Class: Wizard
The School of Tonalli Wizard originates amongst the Quetzal Race. The Quetzal race was secluded from all other societies for multiple millennia which allowed them to discover their own way of harnessing and using the arcane arts.
Tonalli Wizard uses their Quetzal Aura to learn and prepare Arcane Spells and Abilityspells.
Tonalli Spellcasting
2nd-level School of Tonalli feature
Proficienies. You gain proficiency in Light Armor, Medium Armor and Shields.
Quetzal Aura. Starting at 2nd level, as a Bonus Action you can activate your Quetzal Aura. An Aura emanates around your body which you can choose whether or not is visible that reaches a 65 foot distance and lasts an hour and cannot be dispelled in any way as long as it is active. If you choose to make your Quetzal Aura invisible then it cannot be seen or sensed even with Truesight, True Seeing spell or Detect Magic. Quetzal Aura doesn’t function like the Detect Magic spell in terms of it allowing you to sense magical essence or locations of magical essences. You do not require to have Quetzal Aura active to cast spells but as long as Quetzal Aura is active:
- Quetzal Aura can function as your spellcasting focus as well as any finesse weapon you are proficient in.
- You do not have to use Verbal or Somatic and Material components that don't have a monetary value to cast spells.
- Your Quetzal Aura allows you to choose what type of elemental damage is dealt when casting a spell with elemental damage(psychic and force as well as radiant and necrotic are interchangeable).
- As long as you have Quetzal Aura active you will gain advantage on Constitution Saving throws to maintain concentration on a spell.
Each instance of Quetzal Aura lasts for 1 hour. It ends early if you are knocked unconscious. You can end your Quetzal Aura on your turn as a Bonus Action. Once you have used Quetzal Aura a number of times equal to your proficiency bonus, you must finish a long rest to regain them.
Tonalli Spellbook. Starting at 2nd level, you awaken the Quetzal Aura of the Tonalli. You no longer require a physical Spellbook, the spells you know become absorbed within your essence and become a part of your soul and will now be referred as your "Tonalli Spellbook". You no longer learn and prepare spells like traditional wizards. Below are your Tonalli Wizard's new Tonalli Spellcasting abilities.
- Learn Spell. Starting at 2nd level, while your Quetzal Aura is active, as a Reaction you can use your Learn Spell ability on any spell that enters or is casted within the 65 foot Quetzal Aura as long as the spell is able to be learned by any type of Wizard. You must roll a d20 and roll higher than 5 in order to learn the Spell and it becomes stored in your Tonalli Spellbook.
- Create Abilityspell. Starting at 2nd level, your Quetzal Aura is able to help you learn more than just Arcane Spells. While Quetzal Aura is active, as a Reaction you can use your Create Abilityspell feature on any ability used by an enemy who is within your Quetzal Aura. You must roll a d20 and roll higher than 10 in order to learn the Abilityspell. You are only able to learn abilities approved by the DM.
- Abilityspell Casting. Starting at 2nd level, depending on the requirements of the Abilityspell you want to use from your Abilityspell list you must use either your Bonus Action or Reaction in order to use it. You are only able to use this feature a number of times equal to your proficiency bonus before needing to take a long rest. All Abilityspells are considered prepared and they don't require you to use a spell slot to use them.
Meditate
2nd-level School of Tonalli feature
Starting at 2nd level, As a Action while Quetzal Aura is active, you can Meditate on your Aura and swap out a number of prepared spells equal to your proficiency bonus with unprepared spells. You can only use this feature a number of times equal to half your proficiency bonus rounded down per long rest.
Counterspell Jammer
6th-level School of Tonalli feature
Starting at 6th level, while your Tonalli Aura is active, you can use your Counterspell Jammer ability to nullify any Counterspell you choose that's casted within the range of your Tonalli Aura. You can use this ability a number of times equal to half of your Proficiency Bonus before taking a long rest.
Arial Assault
10th-level School of Tonalli feature
Starting at 10th level, as an Action you can summon Couatl wings from your back that cannot be dispelled, counterspelled, or prevented from activating due to anti-magic fields once per long rest. Your flying speed is equal to your walking speed for 1 hour. If you want to activate Arial Assault again before a long rest or want to extend your current hour for an additional hour you can use a level 3 Spell Slot or higher for each additional hour. If you already have wings because of your race, they will transform into Couatl wings and gain the benefits as long as this feature is active.
Teyolia Resolve
14th-level School of Tonalli feature
Starting at 14th level, you have three uses of Teyolia Resolve and you can use them anytime you take damage or status effects. When you use this feature you will take no damage and be immune to any effects until the End of your next turn. Each use of Teyolia Resolve gives a permanent failure to 1 Death Saving throw until you take a long rest. You must take a long rest in order to restore your expended uses of Teyolia Resolve. If you use all three Teyolia Resolves and your health drops to 0 before taking a long rest it will be an auto-death with no chance for saving throws.
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