Wizard
Base Class: Wizard

A shamanic servant of Gaknulak, though not always the most willing. The loyalty of the Spellstalkers are to their tribe. Spellstalkers are appointed by a head shamanic figure to venture out from their hidden communities to mingle with other races, often for the purposes of acquiring arcane knowledge through theft or trade that could benefit the tribe. While ostentibly the artifacts, scrolls, and knowledge they collect are to help free their imprisoned God from Garlgulag (Garl's prison for Gaknulak, on a sharded plane of ice), their unspoken goals are often focused on the survival and well-being of their collective. Their magics are often simple and practical, such as imbuing crossbow bolts with arcane energies or adding finishing touches to complex traps needed to keep their tribes safe from stronger and better-equipped creatures. 

Trap Tactics

You may trigger a loaded crossbow or wick of any kind to be fired or lit by the alarm spell. When creating a scroll of alarm, arcane casters using your scroll can elect to trigger a loaded crossbow or wick with your alarm scroll. Granted at level 2.

Spiritual Friends

Familiars you summon with the Find Familiar spell gain a personality of their own but must stick with a single form (if you choose owl, it must stay an owl forever). If resummoned, the same personality returns.

You can choose to communicate with the familiar as if using a sending spell once per short rest, sending a message of 25 words or less to your familiar across any distance or planes of existance (with a 5% fail chance if sending exraplanar messages). The familiar may respond in kind, should they choose to do so.

Granted at level 2.

Reckless Reptiles

You can choose to imbue arcane energies into a crossbow bolt when fired. The shot receives a-5 to hit penalty in exchange for +10 to damage on hit (similar to the sharpshooter feat). On missing this shot, roll a d20. If you roll an odd number, you accidentally shoot a friendly target or yourself at the DM's descretion instead of the intended target with arcane energies and bolt shards, dealing full damage plus the 10 bonus damage. The DM may elect to replace this penalty with an equivalent or worse result. Granted at level 2.

Always in Packs

You can create a second, illusory persona that looks like yourself once per short rest. This copy is dismissed if the copy or yourself is damaged, or you desummon it through ritual. You may cast spells and perceive through the copy, but lose your ability to cast or perceive through yourself while doing so. You may coordinate with your copy to do non-combat actions, such as set traps, write scrolls, or give each other a boost. If you lose your spellbook, you may borrow your copy's book instead to recreate it during a long rest. Granted at level 6.

Ancestral Advice

Once per day, you may summon the spirit of a respected ancestral prophet of your tribe to solicit help. Though mildly annoyed, they can prophesy the weather, give a cryptic clue about the future, tell you something useful about the natural environment, or grant you a blessing (1d6 inspiration dice) out of duty to the tribe. If you summon the ancestor too often (2d6 - 1 times, rolled by the GM then kept a secret), they will curse you for interrupting something of personal importance in the after life instead, forgetting their duty in the moment. This adds 1d6 inspiration dice to all enemies until you summon the ancestral prophet and receive a different blessing. Granted at level 6.

Shamanic Trap Tactics

Once per short rest, you can imbue a stick or stone with a level 1 spell or cantrip triggered by the alarm spell. If you craft a scroll of alarm, then a spell stored in your stone or stick may be triggered by anyone else that reads the scroll. Once read, such a scroll expends it's ability to trigger the alarm spell in this way. Granted at level 6.

Tribal Spellweaver

You may choose to imbue your arrows/bolts with specific spell properties in exchange for spellweaver points. You gain 3 on short rest, and can have a max of 3 points:

::Necromantic (1 point):: If this round is shot into a dead creature or kills a creature, the creature will thereafter be affected by the Speak With the Dead spell.

::Illusory (1 point):: When fired, this round appears at a different point within 150 feet before attacking the target from that completely different angle. Advantage on attack rolls, and disadvantage to anyone investigating where the shot was fired from, but will strike allies or yourself if it misses.

::Conjuration (1 point):: This round, when fired, duplicates itself. Roll only one attack roll, but double the base damage roll and arcane imbued damage if it hits.

::Abjuration (2 points):: This round does normal damage, but casts dispel magic on impact.

::Evocation (2 points):: This round does no damage, but sends and shatters a message spell out to any friendly targets within 30 feet of where it lands. Targets may respond, and the sender hears all of them at once as if on an open line. Respondants cannot hear each other.

::Transmutation (2 points):: This round does no damage, but transforms willing targets into a gaseous form. The form may be dropped if the target becomes unwilling.

::Divination (2 points):: This round does no damage, but acts as a scrying spell on impact, giving vision of the area for 6 seconds. You are incapacitated and unable to break the scrying spell while in this state.

::Enchantment (3 points):: This round does no damage, but the target falls hopelessly in love with the next living creature it sees for 30 seconds. DC 12.

Granted at level 10.

Bolt of the Winter Rags

Your first crossbow bolt fired each round is imbued with the chilling touch of Gaknulak's prison world of Garlgulag, dealing an extra 1d6 frost damage. Granted at level 10.

Forgettable Vermin

Creatures you would not wish to remember you must make a DC 14 wisdom saving throw to remember you when recalling you as part of an episodic memory expressed orally or in writing. On a failed save, their memory is modified to attribute your actions to someone else. Granted at level 14.

Kobold Union

Your gain another illusory copy, and can hold council with yourselves or use your copies to complete tasks normally requiring three people, such as writing three scrolls at once or playing jump rope for cardio. Granted at level 14.

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