Wizard
Base Class: Wizard

The Far Realm is one of the most interesting things one can study and being a Wizard means there's more to indulge in while studying. Due to your arcane practices, you've uncovered more about the Far Realm than the average person. It's easy to see that these monstrous beings that live there have psionic focused abilities and to a Wizard the mind comes before everything. Focusing your arcane energy into psionic magic allows a pretty solid connection between you and the Far Realm beings. The more you divulge into the life of the Far Realm the stronger your connection gets allowing you to connect to the strongest of them all.

Far Realm Bond Awakened

At 2nd level you have studied the beings of the Far Realm and have managed to bond with a host within the Far Realm. Once a day you can use an action to shift into an ancient being from the Far Realm, for 1 minute or until you choose to shift back. You decide the appearance and name of this ancient far realm being. You gain back your one shift every short or long rest. While in this form you gain the following properties:

  • You can cast spells in this form if you are equipped with an arcane focus.
  • Your size is large.
  • You gain the amount of health you have in temporary hit points.
  • You gain proficiency in constitution and strength saving throws.
  • Your AC becomes yours plus your intelligence modifier.
  • You gain proficiency with martial weapons.
  • You gain an additional 10 feet of movement speed.
  • You use your intelligence for attack rolls.
  • Melee attacks do additional 1d6 psychic damage.
  • You share spell slots with this form. Any spell slots you use in this form will be used in your original form.
  • You cannot speak in this form.

Far Realm Bond Fortified

At 6th level your use of shifting into the Far Realm being has caused it to adapt to magical effects. You can now shift twice a day, but short rests only give one shift back. While in the Fist’s form you gain the following properties:

  • You cannot be charmed or frightened.
  • You gain an extra attack.
  • Melee attacks do additional 2d6 psychic damage.

Far Realm Bond Deepened

At 10th level your use of shifting into the Far Realm being has caused it to adapt to aquatic effects. You can now shift three times a day, but short rests only give you one shift back. You can now stay shifted for 10 minutes or until you choose to shift back. While in the Fist’s form you gain the following properties:

  • You have a swimming speed of double your walking speed.
  • You can breathe underwater.
  • Melee attacks do additional 3d6 psychic damage.

Far Realm Bond Ascended

At 14th level your use of shifting into the Far Realm being has caused it to reach its full potential. While in the Fist’s form you gain the following properties:

  • You gain a flying speed equal to your walking speed and can hover.
  • Melee attacks do additional 4d6 psychic damage.

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