Wizard
Base Class: Wizard

Having researched runic marking, ley lines and sigils you have found a way to manipulate them to your benefit and enemies bane.
This subclass focuses on controlling the battlefield aiding allies and hindering foes. Utilizing rituals to bend the power of the beyond to enhance your abilities. Eventually having the strength and knowledge to call upon and manipulate the denizens thereof. 

Occult Savent

When you adopt this tradition at 2nd level, you learn the ability to speak and write Infernal. If you already know these languages you may pick another at your DMs discretion.

You have advantage on Intelligence checks to recall information about celestials, fiends, and undead.

From your studies into the occult you have gained a familiar and can cast Find Familiar spell 1/per day as an action without expanding a spell slot. Your familiar is either a fiend or celestial.

Ley Lines

Also at lvl 2, Through your study of the supernatural you have learned to utilize and manipulate ley lines. Using them to create fortifying effects for yourself and allies or effects that debilitate your foes. 

As a bonus action you may create a sigil using ley lines, around a creature you see within 60ft of yourself. Granting either of the effects which last until the creature moves out of the space.

  • Empowering Sigil - The creature gains temporary hp equal to your intelligence modifier + half your Wizard lvl. And gains ac equal to half your proficiency bonus.

 

  • Inhibiting Sigil - The creature must make a wisdom saving throw against your spell save dc. If it fails it’s speed is reduced to zero and has disadvantage on dexterity saving throws. It may repeat the save at the end of each of its subsequent turns.

 

  • Aegis Sigil - Place down a sigil, every ally within a 10ft radius of that sigil that takes damage may reduce it by 1d6.

 

  • Miasma Sigil - Place down a sigil everything within a 10ft radius of that sigil must make a constitution saving and repeat it each time they end their turn in the miasma radius. On a failure affected creatures take 1d6 + your intelligence modifier acid dmg, half on a successful save.

 

Your ley line sigil lasts for 1 minute and occupies the space of the chosen creature but does not move with it. It disappears early if you choose to create another sigil or the creature within moves out of the space.

You may do this a number of times per day equal to your Intelligence Modifier. Resetting after you finish a short rest.

Rituals of the Eldritch

At 6th lvl once per day you may conduct a ritual that takes 1hour to cast. Due to the intensity of the ritual it is not able to be done during a short rest. At the start of the ritual you decide which one you conduct and gain its effect until you die, conduct this ritual again or choose to end the effect.

  • Mind Palace Ritual - a black spectral symbol (players choice on symbol appearance) appears on your forehead. You have successfully shielded a part of your mind and now you have advantage on concentration saving throws. 
  • Ritual of Tentaculum - Tentacle symbols appear on your arms enabling you to reach out and use tentacles from beyond. Touch spells now have a reach of 10ft and you may use your intelligence for strength checks and saving throws.
  • Ritual of Oculus - Multiple eye symbols cover your body. You gain advantage on initiative checks and advantage on perception checks pertaining to sight.

Amplified Ley Lines

Starting at 10th level, furthering your research you have now learned how to further manipulate the energy of the Ley Lines. In addition you may now make up to two ley line sigils.

  • Amplified Empowering Sigil - Utilizing the power of the Ley Lines the creature inside the sigil now may also deal an extra 2d6 force damage once per turn when rolling damage on melee or range attack.
  • Amplified Inhibiting Sigil - The power of the Ley Lines now may harm the creature inside the sigil. Upon a failed save it takes 2d6 force damage. And has disadvantage on attack and spell attack rolls it makes to hit.
  • Amplified Aegis Sigil - Radius increases to 20ft and damage reduction is increased to 3d6.
  • Amplified Miasma Sigil - Radius increases to 20ft and you may choose what creatures it affects. The dmg increases to 3d6 + your int and prof bonus.

Call to the Beyond

At lvl 14, as a result of the constant rituals you have gained resistance to psychic damage.
In addition at lvl 14, using secret rites you are now able to reach different planes and either call upon or control the creatures that reside there for aid. As an action you form a shroud of them around you. It lasts for 1hour or until you decide to end it.

What you choose to call upon be it fiends, celestials or the eldritch does not have any effect outside description.

Once per long rest you can use this ability and at 18th lvl it becomes twice per long rest.

  • You gain a fly speed equal to your walking speed.
  • Once per turn you may use your reaction to impose disadvantage on a creature that is attacking you or an ally within 30ft.
  • Once per turn as a bonus action you may send out an attack using your spell attack modifier which upon hit deals 2d8 force damage.