Base Class: Wizard
Beyond the walls of prestigious magical schools, in the streets, dark alleys, and witch covens different magic is thought. Spells in this world are scrapped from noble houses, self-thought, or repeated after undead creatures, resulting in twisted and malformed magic, working close to as they should, almost... To compensate for the lack of precision and wilder size of such magic, these magicians rely on guile and trickery, rather than confrontation as well as powerful creatures bonded to serve them for eternity. As one of these wizards, you saw the harsh reality, the brutality of law officers, and the need to abide by morals for survival. To escape being at the bottom of society's food chain you either took a pact with a wizard, doing their dirty work for them in exchange for being their adept, or self through magic by sneaking into magic colleges or searching demonic creatures.
Interpreted Arcane
Beginning when you select this school at 2nd level, roll D20 for each spell you cast. On 1 your lack of spell understanding slips, and you roll D6 for one of the following outcomes:
1. The earth decays around you, and ghostly pale and mutilated creatures grasp onto you. You cannot get out without someone's help. This changes you forever, giving you some unnatural tick.
2. Your hair, flesh, eyes, and even clothes turn morbidly pale. The surroundings of you have little color left. this slowly but surely drives you insane, making you more mad each day. This can be only cured if someone else agrees to take your fate. If this happens curse slowly fades from you and clings to the next victim.
3. The magic turns unstable. All fire and light sources in sight explode dealing D6 fire damage and goes out.
4. You teleport to an endless void. The guardian (some horrific entity) there can release you but you must strike a deal with them. After this, you gain a scar which only fades after you complete your side of the bargain and you appear back in your previous location. If you fail to act according to it you lose D6 fingers and are teleported back to the void. The same being will be much less accommodating this time.
5. You cannot rest (short and long rest) for the following days equal to the spell level.
6. One of your eyes falls out, but you continue to see through it.
On 20, you accidentally discover a new spell. DM decides on a new spell from the wizard spell list cast on the same target instead of the prepared spell. The spell when is added to your spell list.
When casting damage spells decrease each dice roll for damage by 1.
Craft Apparition
Through your magic, you animated, called, or mutated a creature as your eternal servant. Starting at level 2 when you choose this school you gain Apparition. Choose one of the following and determine its appearance, which cannot be changed later. When after finishing a long rest your Apperition, automatically appears at your side, without any status effects it gained, with full health as it would be new. While Apperition is at your side, you lose 1/4 your Hit Point maximum, which becomes your Apperition's Hit Points. Your Apperition's Str is equal to your Int. During combat you and Apparition share an action bar, if you want your Apparition to move, you must spend action or bonus action as if you would move yourself.
Beast
Instead of creating an assistant by your magic, you tamed it in the wilds. You have control over a mighty wolf, bull or perhaps a cow.
Conduit
Your Apparition is a manifestation of magical energy, which can claim many, shapes, from looking like your clone to visual energy flowing in the air.
Construct
Your Apparition is a mechanical creature, only brought to life with a spark of magic. It can range from being a stuffed doll to a clockwork mechanism, but one thing is certain - there is more to it than being a mindless machine, it has feelings and instincts of its own.
Phantom
You forged a connection with a ghostly creature, which is now forced to obey your orders. It can be a ghost who has a cycle of repeating its death, a phantom who consumes people's blood, or an undead creature from folklore. Whatever it is, most likely it doesn't want to serve you and is trying to break out.
Pulling the "Strings"
begging at level 6, you unlock String economy. When you cast any beneficial spell the target feels a strange unsettling feeling and unease and can automatically succeed at saving throw against the Spell. If it fails to do so you gain a string against the target per spell level. Maximum Strings per target are equal to your Spell Caster Level. You can expend strings equal to the spell level cast against them to modify the saving throw to any roll you wish. If the spell was cast by you you regain the spell slot.
Empower Apparition
Beginning at the 10th level, you can add one of the following abilities to your apparition. Your apparition's appearance changes accordingly.
30 feet flying speed.
30 feet swimming and climbing speed.
Horrifying Visage. Each non-undead creature within 60 feet that can see the apparition must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with a disadvantage if the apparition is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Horrifying Visage for the next 24 hours.
Aberrant Ground. The ground in a 10-foot radius around the creature is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC ## Strength saving throw or have its speed reduced to 0 until the start of its next turn.
Ambusher. In the first round of a combat, the creature has advantage on attack rolls against any creature it surprised.
Amorphous. The creature can move through a space as narrow as 1 inch wide without squeezing.
Death Burst. When the creature dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC ## Dexterity saving throw, taking (##d8) slashing damage on a failed save, or half as much damage on a successful one.
Death Burst. When the creature dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC ## Dexterity saving throw, taking (##d6) fire damage on a failed save, or half as much damage on a successful one.
Death Burst. When the creature dies, it explodes in a cloud of steam. Each creature within 5 feet of the creature must succeed on a DC ## Dexterity saving throw or take (##d8) fire damage.
Grasping Tendrils. The creature can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the creature, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC ## Strength check against it.
Ignited Illumination. As a bonus action, the creature can set itself ablaze or extinguish its flames. While ablaze, the creature sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Labyrinthine Recall. The creature can perfectly recall any path it has traveled.
Mimicry. The creature can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC ## Wisdom (Insight) check.
Shadow Stealth. While in dim light or darkness, the creature can take the Hide action as a bonus action. Its stealth bonus is also improved to +##.
Shadow Chess
Starting at the 14th level, your power over the shadow grows. If you have at least 4 strings on the target you can see through his eyes, but the target is made aware. If you have 8 strings you can read his thoughts. This also allows you to use this as a bonus action in combat to learn about the target's following round actions.
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Posted May 2, 2025Hello. I am creating multiple homebrews that enable my players to reach 20th level is multiple classes and even multiple sub-classes of the same class. I am publishing these homebrew creations on D&D Beyond. I do not want to publish anything without the consent of the original creator. My inquiry is if I give you the credit for the creation, might I publish my homebrew? There are no worries if you do not want me to.
Thank You!