Base Class: Wizard
In the heart of the Yuirwood Forest, nestled amid mystical energies and hidden forces, lies the enigmatic school of the Scholars of the Arcane Eye. Descendants of the legendary Yuir themselves, the half-Elves of this school have honed their innate magical talents through teachings bestowed upon them by cosmic entities. This sacred knowledge has unlocked their potential to manipulate and understand the vast tapestry of magic.
Cosmic Guidance
At 2nd level, you gain the ability to attune yourself to the cosmic energies that permeate the Yuirwood Forest. As an action, you can enter a state of meditation, opening your mind to the vast expanse of magical knowledge. Roll a d8 and consult the following table to determine the school of magic from which you gain a special affinity:
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1 - Abjuration: You gain proficiency in Constitution saving throws, and your proficiency bonus is doubled for Arcana checks related to protective wards and magical defenses. Additionally, when you cast an abjuration spell of 1st level or higher, you regain hit points equal to twice the spell's level.
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2 - Conjuration: You gain the ability to cast Misty Step without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest. Additionally, you have advantage on saving throws against being charmed or frightened.
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3 - Divination: You gain the Portent ability, allowing you to replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of your foreseen rolls. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain expended uses after finishing a long rest. Additionally, when you finish a long rest, you can choose to swap one of your Portent dice with a willing creature's natural d20 roll, allowing them to reroll it once during the day.
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4 - Evocation: When you cast a wizard spell that deals damage of the type associated with your chosen affinity (e.g., fire for evocation), you can add your Intelligence modifier to the damage dealt. Additionally, when you cast an evocation spell of 1st level or higher that forces other creatures to make a saving throw to take half damage, they instead take no damage on a successful save.
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5 - Enchantment: You gain advantage on saving throws against being charmed, and when you cast an enchantment spell of 1st level or higher, you can choose one creature affected by the spell to have disadvantage on its first saving throw against the spell.
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6 - Transmutation: You can cast Enlarge/Reduce without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest. Additionally, when you cast a transmutation spell that alters a creature's form, the duration of the spell is doubled if it's less than 1 hour.
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7 - Necromancy: You gain proficiency in Wisdom saving throws, and your proficiency bonus is doubled for Arcana checks related to controlling undead and life force manipulation. Additionally, when you cast a necromancy spell of 1st level or higher that deals damage or restores hit points, you gain temporary hit points equal to the spell's level + your Intelligence modifier.
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8 - Illusion: You have advantage on saving throws against illusion spells and effects, and when you cast an illusion spell of 1st level or higher, creatures have disadvantage on their Investigation checks to discern the illusion's true nature.
Eyes of the Yuir
Starting at 6th level, your connection to the Yuirwood Forest deepens, granting you enhanced perception and understanding of magical forces. You gain darkvision with a range of 60 feet, and you can cast Detect Magic at will without expending a spell slot.
Unparalleled Arcane Faith
At 2nd level, your unwavering trust in the cosmic energies of the Yuirwood Forest grants you incredible prowess when unencumbered by armor or shields, while impeding your abilities when relying on such protective measures.
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Unarmored Defense: While you are not wearing any armor or wielding a shield, your connection to the arcane energies enhances your defenses. Your Armor Class becomes 10 + your Dexterity modifier + your Intelligence modifier.
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Arcane Unshackling: However, should you don any form of armor or wield a shield, the disruptive interference with the cosmic forces weakens your magical aptitude. Whenever you wear armor or hold a shield, you have disadvantage on ability checks, saving throws, and attack rolls for spells.
This feature represents the profound reliance on the raw, unfiltered connection to the mystical energies of the Yuirwood Forest. While unencumbered by the physical barriers of armor or shields, your innate magical abilities flourish, allowing for a heightened defense. Conversely, the intrusion of metallic armor and shields disrupts this connection, impeding the flow of cosmic energies and hindering your magical capabilities.
Mystical Tutor
At 10th level, you have learned to share your arcane insights with others. You can spend 1 hour and 50 gold pieces worth of materials to teach another creature one wizard spell of your choice that they can cast using their own spellcasting ability. The spell must be of a level for which the creature has spell slots.
Ascendance of Yuir
Upon reaching 14th level, you have unlocked the pinnacle of your mystical potential, embodying the legacy of the Yuir themselves. You gain the ability to cast Arcane Eye once per long rest without expending a spell slot. Additionally, when you cast this spell, you can choose to perceive through the senses of the Arcane Eye without using an action.
The legacy of the Scholars of the Arcane Eye endures through you, granting you mastery over a wide array of magical schools, and you have become a beacon of wisdom and defense within the Yuirwood Forest.
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