Wizard
Base Class: Wizard

Catalog the Cosmos

By integrating the art of memory into their study of magic, Chroniclers strive to contain the entirety of their knowledge within themselves instead of parchment.

The process of internally archiving and cataloging arcane lore grants these wizards superb analytical skills, and augments their spellcasting in various ways.

Level 3: Hindsight

As a Reaction, when you see or hear a creature within 30 feet of yourself fail a D20 Test, you can bestow a flash of insight into its mistakes. The next time the creature repeats that D20 Test before the end of its next turn, you can add 1d6 to the total.

Level 3: Method of Loci

You store all of your knowledge in a mental construct called a Mind Palace. Any spell in your spellbook now also resides in your Mind Palace. Besides being held in your mind, it has all the properties of your spellbook.

As a Bonus Action, you can begin to memorize an object within 30 feet of yourself. If the object remains within range for 1 minute, a perfect memory of it ap­pears in your Mind Palace. You can interact with this memory as if it were real. For example, you could copy a spell from the memory of a spellbook. You can memo­rize a number of objects up to your Wizard level, after which you must forget one object to memorize another.

Level 6: Remnants of History

You always have the spell Leomund’s Tiny Hut prepared. Whenever you cast this spell, you can project a fraction of your Mind Palace into the spell’s casting to cause the interior to perfectly recreate a scenario you experienced in the past month.

The scenario can be interacted with as if it were real, but it can’t deal damage, have its outcome changed, or produce sounds that can be heard from the outside of the spell. For example, a creature could take the Search action to try and find a hidden door in the scenario.

Level 10: Mnemonic Index

By using a series of mental cues, you can cast any spell in your Mind Palace as if you always had it prepared.

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

Level 14: Spell Retention

Whenever one of your spells is ended early, such as by losing Concentration on a spell that requires it, you can retain an echo of the spell’s power in your mind. When you do so, you can cause the spell’s effects to persist until the end of your next turn. For example, if a Disintegrate spell destroys a Wall of Force, it would be destroyed at the end of your next turn instead.

Previous Versions

Name Date Modified Views Adds Version Actions
2/9/2025 1:05:04 AM
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