Base Class: Wizard
After long hours of study, you come across a book you have never seen before in your collection. The book is black with silver lines embedded into it that wrap around the back of it. Your curiosity gets the better of you and in opening the book everything goes black. Upon waking, you find yourself feeling more powerful, more capable. You don't remember what all you did the night before but, the gain in raw power is prominent in your mind. You can feel it coursing through you. "Is this what a sorcerer feels?" Without your noticing something pokes your head. You look to your side to find your spellbook floating in the air. It has taken on the same silver lines the black book had and for some reason, seems thicker. What could this mean?
(If your spellbook is destroyed, when you reproduce it onto another, that book gains sentience.)
Arcane ruler
Knowledge absorption: Sentient spellbook
At the 2nd lvl upon taking this subclass, your spellbook notices spells cast within 15ft of it (no matter the class it's for) and begins transcribing the process the spell requires to be used. After the spell is used 10 times near the book, a copy is made in your spellbook to be used at your leisure no matter the type. Any spell copied that isn't a Wizard spell is treated as one.
If the spell excedies your spell slot lvl, the spellbook does not begin copying the spell.
Lowers to 5 spell uses at the 8th level and lowers to 2 at the 16th lvl.
If the book is unsecured to your person it floats beside you as you go about your day.
Remarkable memory
Also at the 2nd lvl, you gain 2 cantrips from any spellcasting class and you gain the ability to cast any spell in your spellbook as you please without it needing to be prepared. This does not add to your daily spell uses.
You can also seemlessly copy your spellbook into a blank one if it is destroyed. This comes at no cost to you once every two weeks. If the book is destroyed you can cast any spells attached to it for 1/day after the fact. Any copy you make or touch after the original is destroyed gains the silver lines of the original.
Any spells copied by your spellbook from the use of knowledge absorption are unable to be copied into a new spellbook by you.
Mana capacity
At the 6th lvl, you gain the ability to double the number of spell slots you have for a single slot lvl up to the 5th lvl. Can be changed once every lvl.
Upon reaching the 20th lvl, it can be changed once every two weeks.
Multiply-sentient spellbook
Also at the 6th lvl, your spellbook duplicates itself.
If the first book is destroyed the sentience of the first moves to the second. It duplicates itself again 2/days after the original was destroyed. This affect can only take place once a month.
Any spells gained by lvl or otherwise are transcribed into both books. The books cannot be more than 30ft from one another. If the book is destroyed and you don't have another on your person. The closest copy will make it's way toward you by phasing through objects in it's path. (Travel times vary)
Any copies you personally make are unaffected by the distance limitation the duplicate has.
Aetheric Empowerment
At the 10th lvl, arcane power flows through you enhancing your spells. You gain the ability to double your dmg dice for a chosen spell of any level for a single combat once after a long rest.
Also you gain an aura called arcane presence. Your raw power becomes a unseen force of terror. While enemies are within 10ft of you they gain disadvantage on intelligence and constitution saves.
You and allies within 10ft of you gain advantage on melee or ranged spell attack rolls.
The range increases to 30ft at the 20th lvl.
Casting companion-sentient spellbook
At the 10th lvl, your spellbook gains spell slots equal to half (rounded up with a min 1) of your available spell slots up to 5th level to cast spells of its own. It also gains one cantrip that you know to use as needed. The book can only make ranged spell attacks, buff allies, or heal allies.(You count as allies.) It can not use magic that requires touch on anyone but the owner.
The book floats in the air next to you during combat and any spell requirements for casting are ignored. (i.e somatic, verbal, etc.)
The book gains your initiative roll -2 (min 1).
The book asks the owner on it's turn what it should do through telepathy. The book can move up to 10 ft from the caster and can make two attacks each turn. If the book uses up its spell slots it falls to the ground lifeless. Once retrieved, you must spend 4 hours during a long rest with the meditating with the book to reanimate it, restoring it's spell slots.
The book's spell slots, if not exhausted, return after a long rest normally.
The book can also take three attacks of any type before being destroyed. The amount of dmg doesn't matter. The book has an AC of 15. It gains +2 AC in darkness or low light when attacked by beings without darkvision.
The book also gains a defense mechanism from being grabbed by anyone other than the owner. A paralyzing shock that requires a Con save with a DC of 15. When someone other than the owner touches the book. On a failed save the grabber is unable to move for 5 hours. On a successful save the book is paralyzed instead and can't be opened for 24 hrs by anyone but the owner. A loss of 100gp is required of the owner to open the book early.
Dual casting companions - sentient spellbook
At the 14th lvl, the duplicated spellbook you have gains the same abilities as the first. (See casting companion.) Both books also gain the full amount of your spell slots up to the 5th lvl.
The books can also now cast together to grant the use of a 7th lvl spell written within their pages. This can be used twice a day after a long rest, but halves the books' spell uses each time, rounded down. If either book has only one spell slot this can not be used.
The spell chosen can be changed during a long rest.
Casting a 7th lvl spell in this way, neither of the books can cast any other spells until the next round.
If one the the books is destroyed you can not cast 7th lvl spells in this way.
Ruler
At the 14th lvl you gain Arcane Vision. This ability allows you to see any magical energy and determine the type of magic used as well as the spell used. You can also see invisible creatures, if they are magically invisible and gain advantage on your first attack against them. Deactivates inside of an anti-magic field.
Also you gain the Ability to deactivate any magic traps, unlock magically locked doors, and deactivate survelence magic.







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