Base Class: Wizard
Your desire to learn magic is beyond any other, in the school of archmagic, you strive to learn every kind of magic out there, through different practitioners of archmagic you learn the ways of the archmage.
Arcane Savant
At 2nd level, one 1st level spell of your choice. Each time you gain access to a new level of spell slot, you learn one additional spell of that level. Additionally, you gain proficiency in the Arcana skill. Your proficiency bonus is doubled to checks you make with it.
Intro to ArchMagic
At 2nd level, your knowledge of all forms of magic has allowed you to freely blend different techniques into your casting. Whenever you cast a spell, you may infuse the spell with a specialistic resonant:
⚫ Abjurer's Ward. When you cast a spell on a friendly
target, you can grant the target 1d4 + your spellcasting
ability modifier temporary hit points.
⚫Conjurer's Step. When you cast a spell, you can use
your bonus action to teleport up to 5 feet in a direction
of your choice.
⚫Diviner's Mark. When you cast a spell on the target.
the next attack roll against that creature before the
beginning of your next turn adds 1d4 to the attack roll.
⚫Enchanter's Weave Your spell save DC increases by 1
on the first save makes against the spell
⚫ Evoker's Warp. When you cast a spell that deals
damage, you can reroll any 1 on a damage die.
Illusionist's Echo When you cast a spell on a friendly
target, the next attack made on it before the beginning
of your next turn its made with disadvantage.
⚫Necromancer's Boon. When you cast a spell on the
target, the next successful attack against that creature
before the beginning of your next turn deals extra 1d6
necrotic damage. The extra necrotic damage increases
by 1d6 when you reach 6th level (2d6), 10th level (3d6)
and 14th level (4d6) in this class.
⚫Transmuter's Scales. When you cast a spell on
yourself, you have resistance to bludgeoning, piercing,
and slashing damage. The effect is lost after you take
damage or at the start of your next turn.
You gain 8 Archpoints, each point warrants 1 use of any of the 8 infusions, you can only regain these points after a long rest.
Artifacts of Cyttorak
At 6th level, your knowledge of all forms have expanded vastly, you've now begun to learn of the ancient artifacts of Cyttorak, giving you new enhanced spell infusions. When you learn these you gain another 8 Archpoints but also 8 Cyttorak points which you may spend to cast the Cyttorak infusions here:
- The Crimson Armor of Cyttorak (Abjuration): When you cast a spell on a friendly target, they gain resistance to magical damage until the start of your next turn.
- The Crimson Bands of Cyttorak (Conjuration): When you cast a spell, you may choose to teleport a creature or object in a 30 ft radius to a location within 5ft of you. DC equal to your 10 plus your Spellcasting Modifier for unwilling creatures. When a creature is teleported to you. You may choose to have it grappled until the end of your next turn.
- The Crimson Mind of Cyttorak (Divination): When you cast a spell on an enemy creature, the next attack they make against a creature has disadvantage.
- The Crimson Clover of Cyttorak (Enchantment): When you cast a spell on an enemy creature, they gain disadvantage against all checks that are the same as the one they’d made for the spell, this only works if they failed the check.
- The Crimson Wand of Cyttorak (Evocation): When you cast a spell in which you must roll dice, you may choose to forgo the initial dice roll and reroll it. You must use the new roll.
- The Crimson Eyes of Cyttorak (Illusion): When you cast a spell and roll to hit against an enemy creature, you may create a visual copy of the spell causing you to gain advantage on your attack roll.
- The Crimson Hands of Cyttorak (Necromancy): When you cast a spell you may choose to summon a zombie using the corpse of a creature you killed within the last day. They have the same stats as a normal zombie.
- The Crimson Claws of Cyttorak (Transmutation): When you cast a spell on a friendly creature, you may choose to turn their hands into claws for 1 minute. When they make an unarmed attack, it instead deals 1d8 slashing damage (this increases to 2d8 at 10th level and 3d8 at level 14.)
Agamotto's Junctures
At 10th level, your Archmagic has advanced to near the most advanced level, you learn of the time infusions of the great Agamotto. When you gain this you gain 8 Archpoints and Cyttorak Points, you also gain 8 Agamotto points which may be spent to use the new infusions form Agamotto listed here:
The Rewinding of Agamotto (Abjuration): When you cast a spell on a friendly target, you rewind time on the next attack against them causing them to be immune to any damage they take as if they never received it.
The Displacementation of Agamotto (Conjuration): When you cast a spell on a creature or object, you may choose to have them teleport within a 10ft radius of you every turn for the next minute.
The Eye of Agamotto (Divination): When you cast a spell on a creature, you gain insight into their next actions. At the DM’s discretion you gain knowledge of what the creature plans to do in its next few turns and the attack it will make on it’s next turn and against whom.
The Cadence of Agamotto (Enchantment): When you cast a spell against a creature, it is forced to make the same action as it had on its last turn for the next 3 turns. DC 20 + spellcasting modifier Wisdom saving throw to avoid this, they can remake the check every turn to stop this ability.
The Prime of Agamotto (Evocation): When you roll dice for a spell, you may choose to have all dice have the maximum outcome.
The Interval of Agamotto (Illusion): When you cast a spell against a creature, they make a DC 20 + spellcasting modifier wisdom saving throw. If failed, they gain disadvantage on all attack rolls until the start of your next turn as they see the last round repeat itself once again.
The Flux of Agamotto (Necromancy): When you cast a spell against a creature, if they were at 0 hit points you may choose to restore them to the hit points they were at before they hit 0. This only works on creatures that died in the past day.
The Stint of Agamotto (Transmutation): When you cast a spell on yourself or a friendly creature, until the start of your next turn they may gain one level. If you are casting a spell on an enemy creature you may instead revert all its ability scores to 0 for one turn.
Master of the Mystic Arts
Gain 4 of every type of point (Arch, Cyttorak, Agamotto). During battle as a bonus action you may prepare a spell not currently prepared and in return unprepare a spell currently prepared. This costs 10 arch points, 5 Cyttorak points, and 3 Agamotto points.
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