Base Class: Wizard
The school of the weavers is traditionally followed by a more utilitarian group that believes that the fundamentals of magic lie at the base line, not the highest reaches of arcane potential. While they may strive for those highest reaches, you will more often than not still see them utilizing their cantrips.
Open the Eyes
At 2nd level, you gain the ability to peer through the veil and dip your hand into secrets beyond what you should know. This is known as Gazing.
On your turn, you can activate this feature as a bonus action.
While under this effect, you gain the following benefits:
- You have advantage on Intelligence checks and Intelligence saving throws.
- When you cast one of your wizard cantrips, you may add your intelligence modifier to the damage roll).
- You can interact with objects in the ethereal plane and see into the ethereal for up to 15 feet. You may attempt to pull an object or a creature from the ethereal plane back into the material plane as an action. The creature must be willing and the object must be fit within a 5 foot cube. In order to do this, you must succeed on a DC 25 Arcana check.
While Gazing, you cannot cast a leveled spell with a casting time of 1 action for fear of sparking the weave behind you, severing your mind from your body. This limitation does not apply to the Wish spell. You must make a Concentration saving throw at the end of each of your turns while concentrating on a leveled spell during your Gaze. If you fail, your Gaze immediately ends as well as the spell you were concentrating on. You take untyped damage equal to the spell's level times 10.
You may Gaze for up to 1 hour, if you have not ended your Gazing by the end of that hour, you take 10d6 psychic damage. It ends early if you are knocked unconscious or if your turn ends and you have not cast a cantrip. You may end this effect as a bonus action.
Grasp the Blade
Beginning at 2nd level, you reach into the ethereal plane and your hand returns with a blade. You decide the shape that this blade takes and its form remains permanent when you produce it. It has the properties of a dagger save for the fact that it deals 2d4 of an elemental damage type of your choosing and uses your Intelligence modifier for the attack and damage rolls. You may change the blades form and its damage type, but only after a significant event in your life. Discuss whether an event qualifies with your DM. This may only take place once every 5 levels.
This blade's damage increases when you reach higher levels in this class. At 5th level, it deals 3d4 damage. At 11th, it deals 4d4. At 17th, it deals 5d4.
When you deal damage with this weapon, you regain half of the total damage dealt in temporary hitpoints. The blade returns to your hand if it is not on your person at the start of your turn.
Pierce the Body
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrips damage (if any) but suffers no additional effect from the cantrip. Additionally, your wizard cantrips and your Gazer's Blade ignore damage resistance and treat immunity as resistance for the purposes of dealing damage.
When you make an attack with the Gazer's Blade, you may make an additional attack. If this attack is made through the casting of a spell, the spell's effects are not added to the additional attack.
Awaken the Mind
Beginning at 10th level, while gazing, you may use your bonus action to end one of the following conditions on your turn: Frightened, Charmed, or Stunned. When you do so, you then become blinded until the start of your next turn as flashes of your past begin to bombard you with emotion. Unless you cast a cantrip on the turn that you utilize this feature, your Gaze will end as usual.
Strengthen the Soul
Starting at 14th level, you may select one damage type that you will be resistant to while Gazing. When take damage from that damage type, you may use your reaction to gain immunity to that damage type instead for the remainder of combat, however you will not be able to utilize your resistance feature for the next 1d4 days.
While gazing, you now gain temporary hit points equal to your int modifier + your wis modifier at the end of each of your turns.
Previous Versions
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