Base Class: Wizard
Sympathy is using the energy from a source, such as a brazier, to link matter magically. This can link matter in such a way that damage is transferred, even disallowing movement past a certain point. You can also amp up the power of certain spells with this feature.
Heart of stone
Beginning at 2nd level, you can use an action to sink down into the heart of stone, granting you immunity to the frightened and charmed conditions. You gain this effect until you cast a spell or take the attack action.
Implore the flames
Flames are at your beck and call. You can inscribe burning hands into your spell book every day, not counting against your prepared spells or number of spells known. When rolling fire damage for a spell, you can instead use maximum damage. You can use this feature once per long rest, at 10th level you can use it twice, at 14th level thrice.
Sympathetic link
Over the course of one minute, you establish a link between two creatures of the same type. An unwilling target must make a Wisdom saving throw against your spell save DC if able. A creature who succeeds this saving throw is immune to this effect for 24 hours.
When 1 takes damage it gains resistance to that damage and the other is subjected to the same damage that the first took, on the following conditions:
The initial attack roll (if it had one) beats the linked target’s AC.
The secondary target gets to make the same saving throw that the initial target made, damage is only taken on a fail.
If one of these conditions is not met, damage is taken by the initial target as normal.
Linked targets cannot be further than 30 feet apart. It can also pull a creature by making opposed strength checks. If the mover succeeds in the strength check contest, the other linked target follows the creature, moving in the same way the creature does. Otherwise, neither creature moves. Linked targets can communicate telepathically if able.
Every time a linked target takes damage as a result of the link they can make a Wisdom saving throw against your spell save DC if able. On a success the effect ends. The effect lasts for one minute or until you drop concentration, as if you were concentrating on a spell. You can use this feature a number of times per long rest equal to your wisdom modifier (minimum of once).
Your own name
By 10th level, you have discovered your own true name. This allows you to give yourself extra power in the midst of combat. You must choose to whisper, speak or scream your name every time you use this feature.
As a bonus action, you can whisper your name.
* The next attack roll you make has advantage
* You recover one spent level 2 or lower spell slot * The next time you roll damage if you roll lower than average, you can instead use the average.
As an action, you can speak your name:
* Attack rolls you make have advantage for 30 seconds
* You can recover 1 spent level 3 or lower spell slot
* You have advantage on Intelligence and Wisdom checks and saving throws for 1 minute (can be used out of combat)
As a reaction, you can scream your name:
* You gain the benefits of the shield spell
* You can the benefits of the Shield of faith spell until the start of your next turn
* You gain the benefits of Barkskin until the start of your next turn
You can use this ability a number of times equal to your Intelligence modifier per long rest, and cannot be used out of combat unless otherwise specified.
The names of others
You can add one of the following spells to your prepared spells each morning, not counting against your number of spells known. Hold Person, Dominate Person, Dominate Beast, Dominate Monster, Charm Person, Control Weather, Control Water, Charm Monster, Geas and Modify Memory.
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