Wizard
Base Class: Wizard

The Eldritch Seeker emphasizes situational awareness and completely alien and new magical abilities to destroy, protect, heal, or even summon. Many consider these mages Warlocks, but instead of relying on a higher being to give them power, they instead seek power from nature, ruins, the dead, and any that might hide the secrets of the world. You understand that old and forbidden magic is only taboo because of the fools too afraid to harness them, and as such you dare to seek what should never be sought. Most distrust Eldritch Seekers, as their ultimate goal is more knowledge, but they are often predictable and make excellent traveling partners when venturing into lost depths or ancient ruins due to their specialized knowledge. Though proud themselves, most have a general distaste of this vocation but not as much as Necromancy.

Called Seekers, practitioners of this ancient art are often employed as adventurers, archeologists, librarians, or any profession that requires an expert in the unknowable or impossible.

Upon choosing this subclass, the Wizard finds, creates, or is given their Tome of Power. Within said tome comes an amount of Ethereal Runes based on the player's total class level (1d4-1 per total character level).


 

 

Eldritch Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell from a random school of magic is halved.

Roll 1d8 once per day, this determines what school of magic is empowered by Eldritch Savant for the rest of that day until dawn the next day.

1: Abjuration

2: Conjuration

3: Divination

4: Enchantment

5: Evocation

6: Illusion

7: Necromancy

8: Transmutation

Tome of Power

When you choose this school at 2nd level, you are given a Tome of Power. You may use this as a spellbook, but it's purpose is to house Ethereal Runes. If this book were ever to be destroyed, up to 2d8 + Wizard Level, Runes could survive (minimum 4). You may spend a long rest rebuilding your Tome of Power at the cost of a single Ethereal Rune, and place the surviving runes inside.

You learn the ability to harvest runes from fallen enemies. If any creature (friend or foe) were to die within 300ft of you, you may search the corpse and roll 1d20 and on a 20 (5% chance) you find an Ethereal Rune etched into the corpse. As an action you may harvest the rune from a corpse and copy them into your Tome of Power.

Ethereal Runes appear as glowing arcane script upon a body, or within a Tome of Power. None but an Wizard: Eldritch Seeker may see these runes or know their true worth, if detected. A rune is harvested from a corpse by either: placing vallum or paper upon the skin and harmlessly removing the magic from the corpse, then placing the vallum or paper within the Tome of Power; additionally by tearing the skin or flesh off the corpse and placing it within the Tome of Power. Both methods only require an action and any material used to house an Ethereal Rune is magically preserved within the Tome of Power until the rune is used, wherein the page disintegrates.

Eldritch Power

Starting at the 2nd level you gain the ability to access Eldritch Powers learned from ancient arcana. You may choose up to two Eldritch Powers and spend their associated Ethereal Rune cost to use them. You may also spend one Ethereal Rune to repick all Eldritch Powers during a short rest. You may choose an additional Eldritch Power at levels 6, 10, and 14.

Empower Spell

As a free action you may spend Ethereal Runes to cast a spell at higher levels (to a max spell level of what you are currently capable of casting) without using a spell slot. Each level above base level costs 1 rune (1st level spell cast at 3rd level costs 2 runes). You may do this anytime you cast a spell.

Ethereal Shield

As a reaction you may spend any number of Ethereal Runes to increase your AC in increments of 2. Every 1 rune you spend increases your AC by 2 until the start of your next turn.

Restore Mana

As a bonus action you may spend Ethereal Runes to replenish a spell slot. Every spell slot level costs 1 Rune (1st lvl = 1 rune, 2nd lvl = 2 runes, etc).

Runic Blast

As an action you may spend one Ethereal Rune to deal 1 + Wizard Level true damage to a target within 60ft. Can be stopped by shield, but otherwise always hits it's target and the damage cannot be reduced.

Stitch Wound

As an action you may spend two Ethereal Runes to heal yourself or an ally within 30ft 1d6 + Wizard Level. You may choose to increase the healing by spending additional Ethereal Runes; you may spend 1 addition rune to increase the healing by 1d6 (this may be repeated any number of times).

Rune Harvester

Starting at 6th level, you gain the ability to harvest an Ethereal Runes with a 100% chance of success. This effects harvesting Ethereal Runes from corpses and studying artifacts, ruins, magical items, or any very old materials. You may do this once per week.

Eldritch Scholar

Beginning at 6th level, once per day, if you spend 4 or more hours studying an artifact, ruin, magical item, or any very old material you have a 25% chance  (16 or higher on a d20) of finding 1d4 Ethereal Runes. This feature is upgraded later at level 14, where you gain 4d4 Ethereal Runes instead of 1d4 on a success.

Searching for Ethereal Runes in this way prevents long or short rests until the Eldritch Seeker concludes their research (wherein it must be finished in a single 4 hour period, or all progress is lost).

High Eldritch Power

Starting at 6th level, you may choose a single High Eldritch Power and spend their associated Ethereal Rune cost to use them. You may spend 2 Ethereal Runes to repick all High Eldritch Powers. You may choose additional High Eldritch Powers at levels 10 and 14.

Banish

As an action you may spend 3 Ethereal Runes to cast the Banishment spell on any creature within range.

Lore Seeker

As a 1 hour ritual you may spend 2 Ethereal Runes to ask a question, any question. In response eldritch spirits unveil to you either a location, hint, name, or a one sentence answer to what you asked; the DM determines how the answer is given, but it is always truthful.

Steal Spell

As an action you may spend 4 Ethereal Runes, after which you may access any spell from any other class's spell list (non-wizard). You must still spend the appropriate spell slots to cast the spell.

Summon Horror

As an action you may spend 2 Ethereal Runes to summon a creature not native to the material plane for 1 hour. During this time it will answer any question (if possible), follow any order, and protect you with it's life. You may summon any CR 3 or lower creature that has the tag, Aberration, Celestial, Elemental, Fey, Fiend, Monstrosity, or Undead. This summoned creature lasts one hour, and you may spend 2 additional runes to increase the CR max by 1 (this may be repeated any number of times).

Rune Reading

Starting at 10th level, you can now "Rune Read" any book, text, scripture, or anything written down, this takes 1 hour minimum (you may Rune Read 500 pages in 1 hour, 1000 pages in 2 hours, etc). When you do this you absorb all the knowledge from the contents. You cannot Rune Read anything that is enchanted to prevent divination magic or is considered "magical' text (ex. Arcane Grimoire, Alchemical Compendium, Duplicitous Manuscript, etc).

Whenever you Rune Read anything that is at least 4 pages, or over 100 years old, you have a 5% chance to find 1 Ethereal Rune (20 on a d20). Regardless of length, to gain the chance of finding an Ethereal Rune the Wizard must spend at least 1 hour Rune Reading the contents.

In addition to this, you may read any written language as if you understand that language completely. This ability doesn't work for decoding script that is encoded and needs to be deciphered, but you understand the literal translation of each word even if the encryption makes the translation gibberish.

Rune Reaper

Starting at the 14th level, if you deal the finishing blow on a target that dies you always find an Ethereal Rune on their corpse. The target must have been at least CR 4 or higher to be effected by Rune Reaper. Additionally, after searching the corpse of something you personally killed you will find 2 Ethereal Runes instead of 1.

Ultimate Eldritch Power

Starting at the 14th level you gain access to powers many might consider godly. You may choose 1 Ultimate Eldritch Power, the most powerful Rune-Magic an Eldritch Seeker could ever hope to learn.

You may only use a Ultimate Eldritch Power once per week. After using an Ultimate Eldritch Power you must immediately decide to pick a new power, or retain your old one. Ultimate Eldritch Powers may not be swapped out before using your last chosen power.

Commune

As an action you may spend 10 Ethereal Runes to commune with a chosen other worldly power. Choose a god, deity, devil, demon, fey, or any creature (including normal humanoids) and you may speak with them for 10 minutes. Within this 10 minute span you may ask one question, you may also spend an additional 10 Ethereal Runes to ask another question (this may be repeated any number of times).

You may choose up to 4 other creatures to commune with you. During this time you enter a demi-plane where you and those coming with you are protected from all sources and the target of your Commune is compelled to answer any question of you or your group. The target of Commune can refuse to answer questions if they are impossible or answering is against their character.

When the 10 minutes end, or your choose to end the Commune, you return to the real world where only 6 seconds passed.

Destroy Enemy

As an action you may spend 10 Ethereal Runes to target any creature that has 100hp or lower, the target dies instantly. You may pay an additional 10 Ethereal Runes to increase the hp threshold by 50hp (this may be repeated any number of times). Nothing of their body remains after you destroy them, only their clothes, items, and a pile of dust.

Enchant Item

Spend 10 Ethereal Runes you instantly enchant or create any item with a rare enchantment. You may spend an additional 10 Ethereal Runes to create a very rare enchantment or item. This item comes with full charges, if it has any, and lasts for 24 hours. After 24 hours the item disintegrates into dust.

Enchant Item consumes the caster's action, bonus action, reaction, and movement.

Potential Wish

As a bonus action you may spend 10 Ethereal Runes and gain a 50% chance to cast the wish spell. Roll a d100 and on a 51 or higher you gain a wish spell. You must use this wish spell within one hour or it expires and the power dissipates.

Additional wish option gained: Summon 50 Ethereal Runes into your Tome of Power.

If you successfully cast the wish spell, you cannot use this Ultimate Eldritch Power again for 5 weeks.

Time Slow

As an action you may spend 10 Ethereal Runes to slow down time for everyone except you. For the next 6 rounds of combat (or 36 seconds) you get one extra turn after you finish your first turn (to everyone else you look like you are moving at super-human speeds).

True Teleport

Spend 10 Ethereal Runes and instantly teleport yourself and 8 others (or 2,400LBs of items, corpses, rock, material, etc) you can see within 600ft, as long as the targets are willing. You and your targets instantly teleport to a place you choose from anywhere you have been before and are safely placed in a clear area where you and your targets all fit. This is always a safe and protected teleport, nothing beyond godly intervention could prevent you from reaching your destination.

True Teleport consumes the caster's action, bonus action, reaction, and movement. After True Teleport is cast, the caster becomes lethargic; when True Teleport finishes casting the caster cannot move or take actions until after its next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
12/22/2021 6:48:33 AM
3
0
--
Coming Soon
8/19/2023 8:37:16 AM
23
6
--
Coming Soon
8/24/2023 5:16:37 PM
29
0
--
Coming Soon
1/4/2024 3:40:01 AM
33
0
--
Coming Soon
3/29/2024 8:41:03 AM
34
0
--
Coming Soon
6/16/2024 4:28:12 AM
45
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes