Base Class: Wizard
Some who study the arcane aren't satisfied with traditional schools of wizardry and turn to the dark arts in their hunger for power. Striking out into the wild, they seek out beings from the lower planes, creatures from the Shadowfell, or vile covens of hags in order to learn otherworldly eldritch magic.
Many who follow this path are willing to sacrifice anything, even their eternal soul, in order to learn sinister magics often reserved for those who enter pacts with eldritch entities.
Eldritch Savant
When you adopt this Arcane Tradition at 2nd level, you gain access to magic that is shunned by all by the most unhinged. You can copy warlock spells that you find in other spellbooks or spell scrolls into your spellbook. Warlock spells gained through this feature count as wizard spells for you.
Also, when you gain a level in this class, one of the spells you add to your spellbook must be from the warlock spell list.
Forbidden Arcana
In your study of dark magics you have gained for yourself strange and sinister abilities. At 2nd level, you learn of two Eldritch Invocations of your choice from the list below.
When you gain a level in this class, you can switch your Invocation for another of your choice from the list below. You learn an additional Eldritch Invocation from this list when you reach 6th, 10th, and 14th level in this class.
Armor of Shadows
As an action, you can ward yourself (or dismiss) armor made from living shadows. So long as you are not wearing armor or a shield, these shadows grant you an Armor Class equal to 10 + your Intelligence modifier + your Dexterity modifier.
Aspect of the Moon
You no longer need to sleep and cannot be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as keeping watch.
Beguiling Influence
You have become infused with an otherworldly charm and presence. Whenever you make a Charisma (Deception) or a Charisma (Persuasion) check you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1).
Beast Speech
You can cast speak with animals at will, without expending a spell slot or material components.
Devil's Sight
You can enhance your sight with the infernal magic of devils. You can see normally in dim light and darkness, both magical and nonmagical, out to a distance of 120 feet.
Eldritch Sight
As an action you can awaken your senses to see the presence of magic within 30 feet of you. For 10 minutes, you can see a faint aura around any visible creature or object in that radius that bears magic, instantly learning its school of magic, if any. This sight is blocked by 1 foot of stone, 1 inch of metal, a thin sheet of lead, or 3 feet of wood or dirt. You must concentrate on this sense as if you were concentrating on a spell.
Eyes of the Rune Keeper
The irises of your eyes are ringed with glowing elder runes. You can read and understand any written words, symbols, or scripts as if they were written in your native tongue.
Gaze of Two Minds
As an action, you can touch a willing humanoid and perceive through its senses until the end of your next turn. During this time, you benefit from all special senses the target possesses but you are blinded and deafened to your own surroundings.
When you are both on the same plane of existence, you can use your action to extend this connection for one more turn.
Gift of the Deep Ones
You manifest aquatic features. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
At 5th level, you learn the water breathing spell, and you can cast it once per long rest without expending a spell slot.
Otherworldly Vigor
You bolster yourself with a necromantic facsimile of life. As a bonus action, you can grant yourself temporary hit points equal to your Intelligence modifier (minimum of 1).
Mask of Many Faces
Strange and sinister magics have made your form fluid. As an action, you can change your physical appearance and voice to match that of a creature that you have seen before, so long as the new appearance has the same arrangement of limbs. You determine the specifics, including your race, coloration, sex, height, weight, and hair length, but you cannot change sizes. Transforming does not affect your clothing or game statistics.
Misty Visions
As an action, you can conjure an illusory image of an object, creature, or some other visible phenomenon that is no larger than a 15-foot cube in a spot within 60 feet. This image must be purely visual; it cannot be accompanied by sound, smell, or other sensory effects. The image lasts for up to 10 minutes.
As an action, you can cause this illusory image to move to another spot within 60 feet. When you do so, you can choose for it to move in a way that appears natural for the image.
A creature that succeeds on an Intelligence (Investigation) check against your Spell save DC sees through the illusion.
Conjuring a second illusion dispels any previous illusions.
One with Shadows
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Sylvan Speech
You learn to speak Sylvan, and while speaking in Sylvan you can comprehend and verbally communicate with beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, they can give you information about nearby locations and monsters, including whatever they can perceive or have perceived in the past day.
At 7th level, you can speak in Sylvan to communicate with plants as if you were under the effects of speak with plants.
Armor of Shadows
As an action, you can ward yourself (or dismiss) armor made from living shadows. So long as you are not wearing armor or a shield, these shadows grant you an Armor Class equal to 10 + your Intelligence modifier + your Dexterity modifier.
Aspect of the Moon
You no longer need to sleep and cannot be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as keeping watch.
Beast Speech
You can cast speak with animals at will, without expending a spell slot or material components.
Beguiling Influence
You have become infused with an otherworldly charm and presence. Whenever you make a Charisma (Deception) or a Charisma (Persuasion) check you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1).
Devil's Sight
You can enhance your sight with the infernal magic of devils. You can see normally in dim light and darkness, both magical and nonmagical, out to a distance of 120 feet.
Eldritch Sight
As an action you can awaken your senses to see the presence of magic within 30 feet of you. For 10 minutes, you can see a faint aura around any visible creature or object in that radius that bears magic, instantly learning its school of magic, if any. This sight is blocked by 1 foot of stone, 1 inch of metal, a thin sheet of lead, or 3 feet of wood or dirt. You must concentrate on this sense as if you were concentrating on a spell.
Eyes of the Rune Keeper
The irises of your eyes are ringed with glowing elder runes. You can read and understand any written words, symbols, or scripts as if they were written in your native tongue.
Gaze of the Two Minds
As an action, you can touch a willing humanoid and perceive through its senses until the end of your next turn. During this time, you benefit from all special senses the target possesses but you are blinded and deafened to your own surroundings.
When you are both on the same plane of existence, you can use your action to extend this connection for one more turn.
Gift of the Deep One
You manifest aquatic features. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
At 5th level, you learn the water [Tooltip Not Found], and you can cast it once per long rest without expending a spell slot.
Mask of Many Faces
Strange and sinister magics have made your form fluid. As an action, you can change your physical appearance and voice to match that of a creature that you have seen before, so long as the new appearance has the same arrangement of limbs. You determine the specifics, including your race, coloration, sex, height, weight, and hair length, but you cannot change sizes. Transforming does not affect your clothing or game statistics.
Misty Visions
As an action, you can conjure an illusory image of an object, creature, or some other visible phenomenon that is no larger than a 15-foot cube in a spot within 60 feet. This image must be purely visual; it cannot be accompanied by sound, smell, or other sensory effects. The image lasts for up to 10 minutes.
As an action, you can cause this illusory image to move to another spot within 60 feet. When you do so, you can choose for it to move in a way that appears natural for the image.
A creature that succeeds on an Intelligence (Investigation) check against your Spell save DC sees through the illusion.
Conjuring a second illusion dispels any previous illusions.
One With Shadows
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Otherwordly Vigor
You bolster yourself with a necromantic facsimile of life. As a bonus action, you can grant yourself temporary hit points equal to your Intelligence modifier (minimum of 1).
Sylvan Speech
You learn to speak Sylvan, and while speaking in Sylvan you can comprehend and verbally communicate with beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, they can give you information about nearby locations and monsters, including whatever they can perceive or have perceived in the past day.
At 7th level, you can speak in Sylvan to communicate with plants as if you were under the effects of speak with plants.
Profane Ritual
You can use your knowledge of dark magic to enhance your life force at the cost of your surroundings. Beginning at 6th level, when you finish casting the ritual version of a wizard spell, you can grant yourself temporary hit points equal to the level at which you cast the ritual spell + your wizard level. When you complete a ritual in this way, area around you is noticeably withered and sickly, and delicate life dies.
Inscrutable
You have learned to hide yourself from spellcasters and other powerful creatures that would stand in your way. Starting at 10th level, you are immune to any effect that would sense your emotions, read your thoughts, or detect your alignment, as well as any divination spell that you refuse. Also, when a creature makes a Wisdom (Insight) check to ascertain your true intentions or sincerity they do so at disadvantage.
Heart of Darkness
You have mastered the sinister magic of drawing power from death. Beginning at 14th level, when you kill a creature with a wizard spell of 1st-level or higher, you can use your reaction to regain one of your expended spell slots. The spell slot you recover must be of at least one level lower then the spell cast to kill the creature, and it cannot be higher than 5th-level.
You can use this ability a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you complete a long rest.
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