Wizard
Base Class: Wizard

Witchcraft is a dying art. Your witchcraft, however, is thriving. You cast using your Ploy Kickshaw witchcraft, and as such you have a pool of Mystery Points. With these points you may cast your Ploys to wreak havoc upon all those who dare to oppose you. Ploy Kickshaw is a familiar-based practice of magic, and is thus not very good at direct combat.

Ploy Kickshaw

As a practitioner of Ploy Kickshaw, you may cast Ploys. These Ploys use a set amount of Mystery Points, and unless stated otherwise take a bonus action to cast. No Ploys require focus. As you level the Wizard class, you gain more Mystery Points. The following table shows how many points you have at any given level. You regain all of your expended points on a long rest and half on a short rest. You start with 6 Ploys and learn two per level, up to level  14 where you take one, and you gain one of the Big Three Ploys at levels 14, 17, and 20.

 

  1. 3 points
  2. 6 points
  3. 9 points
  4. 12 points
  5. 15 points
  6. 18 points
  7. 21 points
  8. 24 points
  9. 27 points
  10. 30 points
  11. 33 points
  12. 36 points
  13. 39 points
  14. 41 points
  15. 44 points
  16. 47 points
  17. 50 points
  18. 53 points
  19. 56 points
  20. 60 points

Learn Ploys

You start with 6 Ploys and learn two per level, up to level  14 where you take one, and you gain one of the Big Three Ploys at levels 14, 17, and 20. The Ploys are as follows:

 

Great Three:

Wandersnatch: For 30 Mystery Points, you create a magical fog up to 60 feet in diameter, and before their turn any hostile creature within this fog takes 8d12 magical slashing or psychic damage, you choose the damage. You have blindsense within this fog and it centers on a point you can see. It lasts for up to an hour and dissipates if you fall unconscious.

Thames Troll: For 30 Mystery Points, you form a Huge golem made of Wood, Stone, Metal, or Gold/Silver. For the wood golem, use the flesh golem stat block, for stone use stone, for metal use the iron golem stat block, and for silver or gold use the iron golem stat block. Double the health of these golems for all but silver or gold, and with silver/gold quadruple the maximum health. The golem lasts indefinitely, can be dispelled by an action, dispells when you die, and only one may exist at a time.

Flat Snark: For 30 Mystery Points, you summon a vial of green ooze, which is the fat from a nomadic god. When thrown, it creates a 40-foot circular Bounded Field centered where the vial is shattered where all inanimate objects not being worn or carried are awakened, like in the awakening spell, and when they leave this Bounded Field they revert to being inanimate objects. The Bounded Field lasts for 30 minutes to an hour, chosen when it's summoned.

 

Standard Ploys

Diddle Diddle: Banquet of the Night: For 15 Mystery Points, you change the lighting where you are in a 100-foot diameter to dim lighting for up to 5 minutes, reverting this with a bonus action, and in this dim lighting your Ploys deal double damage.

Goblin Fron: For 2 Mystery Points you make a magical perfume, and anyone who uses it is compelled to speak with a great amount of profanity. They must make a wisdom save equal to your spell save DC to resist this effect, and if they fail by more than 10 points they must only use profanity and use no other words. The duration is five hours and the perfume loses its magic after 3 days.

Lost Robin Rondo: For one Mystery Point, you gain a little blue bird companion with a bird's stat block, if you drop to zero hitpoints while within 5 feet of the bird you heal one hit dice and the bird dies instead. Lasts for one minute.

Scratch Dumpty: For 3 points, you create an egg with a timer attached to it, you must use an action to set the timer, up to five minutes, and set a target creature you can see. The egg then flies to the creature and hovers above their head until the timer runs down, then explodes dealing 2d12 force damage. The creature must look at the egg and focus on it until it explodes, if they take their eyes off it for more than a second it will explode automatically. They may make a dexterity save equal to your spell save DC to take half damage from, the explosion if they are looking at the egg when it explodes. There may only be one egg at a time created.

Scripps Humpty: For 3 points, you may choose a creature you can see and force them to make a wisdom save against your spell save DC, on a failed save they're stunned and restrained magically for an amount of turns equal to your proficiency modifier plus one.

Second Ticket: For 4 points, you summon a mirror that opens a portal to a space you can see within 60 feet of you that remains open for 3 rounds.

Shiny Star: For 3 points, you summon a box of chocolates. Eating a chocolate restores a level 2 spell slot, and you can use an action to command any of the 6 chocolates to transform into tiny chocolate birds that act as independent familiars used to scout, by maintaining focus you may see through their eyes if they're not obscured by a foot of stone, inch of metal, or centimeter of lead. The chocolate melts after 3 hours and becomes normal chocolate sauce.

Six Singing Chocolates: For 6 points, you summon a box of chocolates. Eating a chocolate restores a level 4 spell slot, and you can use an action to command any of the 6 chocolates to transform into tiny chocolate mockingbirds that act as independent familiars used to scout, by maintaining focus you may see through their eyes. The chocolate melts after 3 hours and becomes normal chocolate sauce.

Sweet Hearts, Wishing Egg: For 12 points you make a 6-foot egg made of pudding. If a creature other than yourself touches the egg it turns them into a pudding egg and takes their form, reversing the effects after 24 hours. The egg thinks it is the person, copying all their memories and personality perfectly, but is dressed in bright yellow formalwear and has a more exaggerated personality trait decided by you when you make the egg.

Snow White: For 6 points, you rapidly cool down a body of water or other liquid. Any creature touching the liquid takes 2d6 cold damage and the liquid is frozen solid for 3 rounds.

Tweedle Dee and Dum: For 5 points each, you may summon Tweedle Dee and Tweedle Dum, two large pigs. They use the rhino stat block and last up to 24 hours. They can each be summoned once at a time and are loyal to you, and speak all languages you speak.

Black Sheep Guard: You may use 3 points per guard, 9 can be summoned at once. They use the Githyanki Warrior stat block and last up to ten minutes. They follow you around and only attack creatures that attack you or a guard. They each love classical music and their names are puns on sheep.

Jack and Jill's Climb: For 3 points each, you summon up to ten large goats, each able to carry 400 pounds of cargo. They last for 12 hours and cannot participate in combat.

Bo Peep's Search: For 3 points, summon a talking blood hound with an intelligence of 9 who lasts for 12 hours. He has advantage on investigation checks to find specific people or items.

Humpty Dumpty's Wall: For 6 points, create  a 30-foot long wall made from the ground beneath you that curves in a way you choose at a place you see.

Little Lamb: For 3 points, summon 4 flying tiny lambs made of green, translucent glass. They can touch an injured creature, and they disappear healing them 3d6 damage.

Peter Piper's Pick: For 2 points, create a parrot who can scout for you who lasts up to 24 hours. Use an action to see a still image of what he sees, and you cannot do this again for one minute.

Hey Moonlight: For 2 points, you summon a familiar of a black cat who's invisible in dim light or darkness. It lasts for 24 hours, and you may use an action to see a still image of what he sees, and you cannot do this again for one minute.

Jack be Nimble: For 4 points you create a pair of shoes that double your jumping height. The magic wears off after 24 hours.

Hickory Dickory Dock's Clock: For 6 points, you may summon a grandfather clock with an AC of 24 and 40 HP that a medium or smaller creature may hide in. It has arms and legs, may interact with objects, moves up to 30 feet per round, and speaks fluent common with a slight German accent.

Old Woman's Shoe: For 6 points you summon a shoe the size of a house that has become a house. It has 2 bedrooms and one bathroom, one floor, and a fully stocked kitchen. It lasts for up to 24 hours and has the effects of Leomond's Tiny Hut.

Muffet's Guardian: For 6 points, you summon a spider who speaks common and giant, and lasts indefinitely. Over the course of a long rest it can weave webs to trap creatures who fail a dexterity save equal to your spell save DC. They must then pass a strength save of the same amount to escape. Only one spider may exist at a time from Muffet's Guardian.

Rock-a-Bye Cradle: For 3 points, summon an awakened shrub or similar plant.

Itsy Bitsy Spider: For 2 points, you summon a familiar of a spider who's able to climb any surface. It lasts for 24 hours, and you may use an action to see a still image of what it sees, and you cannot do this again for one minute.

Simple Simon's Trade: For 2 points, summons an oven that lasts for 12 hours who creates delicious pies, one per minute.

Sixpence Blackbird: For 2 points summon a flock of blackbirds who can act as a single unit to scout. They last for 24 hours and you can see through their eyes as an action.

Three Blind Mice: For 2 points, summon three mice who act as scouts. They each have tiny plastic swords that deal no damage. They speak fluent common and Italian.

Old King Cole's Piper: For 18 points, summon a floating musical instrument of your choice. Any creature you designate as an ally who hears the music instantly passes all death saves and is immune to mental debuffs.

Guardian Pig: For 8 points summon a pig who can speak common and giant. It can smell a mineral or metal of your choice that lay below the ground or on the surface within 100 feet.

Pat-a-Cat's Baker: For 12 points summon a cat and an oven. The cat, who wears a little chef's hat, bakes bread and other baked goods for 12 hours, then disappears.

Texture Application

Apply a texture to reality from the Age of Gods as a bonus action if you pass a saving throw or ability check. You pass that save or check instantly. You can do this an amount of times per long rest equal to half of your proficiency bonus plus one.

Tradition Protection

At 6th level, you may use a 2nd level spell slot or higher to negate all magical damage from lower level spell slots than what you expended, and half damage from the same level except for cantrips, which are basic enough to slip through. This shield lasts for one round but may be kept up by burning the same level spell slot as a free action. Takes a bonus action to cast.

Meinster's Blood

At 10th level you stop aging, and do not need to eat, breathe, or drink, as your body becomes fantastical like a fairy tale of its own.

Great Three

At 14th level you learn one of the Great Three, the ultimate Ploys. You learn another at 17th and 20th level. They do not count against your regular learning of Ploys. The Great Three can be found in the Learn Ploys feature.

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