Wizard
Base Class: Wizard

The Archivist draws power from the fragments of ancient, forgotten knowledge, piecing together the echoes of the past to wield formidable arcane abilities. They are keepers of lost truths, using them to reshape the present.

Veil Archives

Starting at 3rd level, you gain access to the Veil Archives, an extraplanar library that manifests in your dreams. This mystical repository of knowledge grants you the following benefits:

  • Initial Access: At 3rd level, choose two Wizard spells of 2nd level or lower. Add these spells to your spellbook for free.

  • Expanding Knowledge: Whenever you gain a level in the Wizard class, you can add one additional leveled Wizard spell to your spellbook for free.

  • Spell Level Limits: The maximum spell level for these added spells is determined by your Wizard level:

    • Levels 3–4: 2nd level or lower.
    • Levels 5–8: 3rd level or lower.
    • Levels 9–12: 4th level or lower.
    • Levels 13–16: 5th level or lower.
    • Levels 17–20: 6th level or lower.

The Veil Archives serve as an ever-growing wellspring of arcane potential, reflecting your mastery of forgotten and forbidden truths.

Arcane Fragmentation

At 3rd level, you wield the remnants of lost knowledge from a destabilized reality. When you cast a spell that forces a creature to make a saving throw, you can invoke one of the following effects:

  • Insightful Echo: Choose one creature that failed its saving throw. You gain advantage on attack rolls and saving throws against that creature until the end of your next turn.

  • Echoing Whispers: Choose one creature that succeeded on its saving throw. That creature has disadvantage on saving throws and concentration checks until the end of your next turn.

Memory Ward

Starting at 6th level, you can create protective barriers drawn from ancient knowledge. When you cast a spell of 1st level or higher, you can shield one creature within 30 feet, including yourself. The chosen creature gains temporary hit points equal to twice the spell’s level plus your proficiency bonus.

While a creature has temporary hit points from this feature, its mind cannot be altered by magical or supernatural means. This immunity prevents effects such as the modify memory spell or the influence of creatures like a false hydra.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once) and regain all expended uses when you finish a long rest.

Veil Tome

Beginning at 10th level, your connection to the Veil Library allows you to manifest echoes of ancient knowledge directly into the world. As soon as combat starts, a spectral tome from the Veil Library is summoned. The tome hovers within 5 feet of you for 1 minute or until the Tome has been used a number of times equal to your Proficiency Bonus. The tome grants you access to the following effects:

  • Arcane Reference: When you cast a spell, you can consult the tome to gain advantage on it's attack roll or force disadvantage on it's saving throw for that spell.
  • Mystic Script: As a bonus action, you can choose a creature within 30 feet to have their next Intelligence, Wisdom, or Charisma saving throw made with advantage or disadvantage (your choice).
  • Knowledge Unveiled: As an action, you can search the spectral tome for lost knowledge. Roll a d6 and consult the result:
    1. Gain resistance to the next instance of damage you take before the end of your next turn.
    2. Recover one expended spell slot of 4th level or lower.
    3. The next spell you cast deals an additional 1d10 force damage to one target.
    4. You and all allies within 10 feet gain temporary hit points equal to your Wizard level.
    5. You can immediately cast a 1st- or 2nd-level Wizard spell that you have prepared with a casting time of one action without expending a spell slot.
    6. Roll twice and choose one result (reroll any further 6s).

The Tome Can only be summoned once per short rest.

Veil Codex

At 14th level, your deep connection to the Veil Library grants you a Codex that can trap and channel Veil Energy. This codex harnesses Veil Energy to empower your abilities in profound ways.

  • Gaining Veil Energy: When you cast a spell of 1st level or higher, the Codex gains one charge of Veil Energy. The Codex can store a maximum number of charges equal to your Intelligence modifier + proficiency bonus (minimum of 1).
  • Consuming Veil Energy: As a bonus action, you can consume one or more charges of Veil Energy to activate one of the following effects on a creature you can see within 30 feet to include yourself:
    • Amplify Damage: Spend 3 charges to grant the creature extra damage on melee attacks equal to your Intelligence modifier for 1d4 + your proficiency bonus rounds.
    • Applied Healing: Spend 1 charge to heal the creature for an amount equal to 1d4 + your Wizard level.
    • Slowing Sting: Spend 2 charges to prevent a creature that was damaged within the last round from taking reactions for 1d4 rounds.
    • Open Wounds: Spend 2 charges to cause a creature that was damaged within the last round to take force damage equal to 1d4 + your Wizard level.

Any remaining charges of Veil Energy are lost when you finish a long rest.

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