Wizard
Base Class: Wizard

An Oculomancer is a mage inspired by the great many eyes of the Beholder. One who has seen the unwieldy nature of weaving spells with components and has sought to surpass that method by making themselves a more potent practitioner of the arcane arts. Reality is dictated by ones vision after all. Knowing this, these mages seek to grasp and exert control over the visible world.

Level 3: Visible Arcana

Starting at 3rd level when you adopt this tradition, the flow of magic itself becomes more visible to you. You may cast Detect Magic or Identify at will, without expending a spell slot a number of times equal to your Intelligence Ability Modifier(minimum of 1). You regain expended uses when you finish a Short or Long Rest.

Additionally, The current contents of your spellbook, as well as any future spells you learn by gaining Wizard levels, are committed to your long term memory. Your long term memory is now considered your spellbook, holding the entirety of your arcane knowledge. You add spells to your long term memory as you would a spellbook by spending time and gold as normal. In this case utilizing mnemonic tools and purchasing research materials. Any prepared spells and cantrips are stored in your short term memory that you may alter when you finish a Long Rest. As a result of the harsh conditioning and unique nature of your magic you no longer gain benefits from using spell books and arcane foci to cast your Wizard spells. 

Ocular Spellcasting

At 3rd level, you have learned to store magic within your eyes for a later use. You may store a spell within your own eyes for up to 8 hours by spending 1 minute casting the spell using the appropriate spell slot. The stored spell will manifest in your eye as an additional pupil orbiting around your iris. At any point while you have a spell stored, you may cast one of the stored spells as a reaction. This casting is not restricted if you had already cast another spell during the turn. You also gain expertise in Wisdom(Perception) Skill Checks while you have at least one spell stored.

The maximum number of spells you may store in your eyes starts 2 spells at 3rd level and increases to 3 spells at 7th level, increasing again to 4 spells at 10th level.

Level 6: Sclerious Scholarship

At 6th level, your intense mental and physical conditioning have allowed you streamline your spellcasting, concealing your methods from others around you. When you cast a Wizard spell, you don't need to provide verbal or somatic components for it as long as you are not blinded. Additionally, You can interpret magical items with the ability to cast spells such as staves and wands the way other Wizards read scrolls and spellbooks. If a magic item in your possession can cast a spell that's on the Wizard spell list, you can choose to copy those spells to your long term memory as if you were copying a spell from a scroll into a spellbook.

After you finish committing the spell to your long term memory, you must make an Intelligence (Arcana) Check with a DC equal to 5 + the sum total of each level of spell copied from the item this way. On a success the item remains fully operable and you gain 2d4 temporary hp as your magic feeds on the item's unadulterated connection to the weave. On a failure the item becomes inert; losing any ability to cast spells, as well as any bonuses it would give to a spellcaster's spellcasting ability modifier or spell save DC. For 24 hours after failing this check; the next time you would cast a spell targeting a hostile creature you will either gain a penalty of 1d4 to your ranged spell attack roll against the target's AC or the target of your spell gains a bonus of 1d4 to their saving throw to resist the effects of your spell. In addition, you cannot copy spells this way until you complete a Long Rest, resting your eyes and re-energizing your connection to the weave.

Level 10: Manifest the Oculary

At 10th level, you can magnify your powers of pervasive perception, peering past the veil of the visible world and manifesting the higher state of awareness known as the Oculary. As a Bonus Action, choose two of the following benefits below, which last until you finish a Short or Long Rest. While manifesting the Oculary you may spend an entire round concentrating to change one of the benefits to another from the list below.

-Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

-Greater Comprehension. You can read and understand any written language, reading gives you the literal meanings of words written in languages you don't innately know.

-See Invisibility. You can cast See Invisibility in a 45-foot-cone, at will and without expending a spell slot, affected creatures don't know they're under the effect of the spell.

-Piercing Gaze. You may cast Zone of Truth in a 30-foot-cone, at will and without expending a spell slot, affected creatures don't know they're under the effect of the spell.

-See True Nature. You can cast either Detect Good and Evil or Detect Poison and Disease in a 60-foot-cone, at will and without expending a spell slot.

-Oculary Awareness. You may add both your Intelligence and Wisdom Ability Modifiers to all Wisdom(Perception), Intelligence(Investigation), and Wisdom(Insight) Skill Checks instead of just Intelligence or Wisdom.

Upon reaching 14th level, you find yourself more in harmony with the Oculary, allowing yourself to choose an additional benefit from the above list or of the benefits listed below:

-Superior Darkvision. You gain Darkvision with a range of 240 feet, this sight can pierce through even magical darkness and allows you to see in your normal full range of color.

-Unerring Vision. For any sight based skill check you can treat a d20 roll of 9 or lower as a 10. Additionally, you may reroll any natural 1 rolled on a sight based skill check. 

-The Looking Glass. When you have a spell stored in your eyes, you gain Truesight with a radius of 30 feet.

Level 14: Oculary Apotheosis

At 14th level, your paragon mastery over the visible world has reached its zenith. Few Oculomancers could ever dream of transcending past their mortal limitations to gaze past the veil's horizon into what lies beyond. As an action you may choose to manifest your Oculary's Apotheosis and gaze through the very eyes of the Gods, gaining the following benefits for 1 hour:

-The amount of spells that can be stored in your eyes increases equal to your Intelligence Ability Modifier(minimum of 1).

-You gain immunity to the blinded condition and cannot be surprised while you are not unconscious.

-Your vision range is tripled and any spell using your vision has its range tripled.

-You can read and understand any language you see eight times as fast.

-Using an action, you can see into and through solid matter. This vision has a radius of 60 feet and persists as long as you concentrate on it as you would a spell. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 5 feet of stone, 12 inches of Common metal, or up to 10 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.

-You may choose to end your Apotheosis early, blinking thrice to cast a modified version of the 9th level spell Foresight. When you cast the spell this way; it has no verbal components, has a casting time of one action, a range of self, and a duration of 60 seconds. After this spell concludes, you may not manifest your Apotheosis again until after you complete a Long Rest.

At the end of the hour you can make an Intelligence(Arcana) Skill Check with a DC equal to twice the number of hours past + the combined level of all spells stored in your eyes + 8. With a success you may sustain this form for another hour. On a failure you will lose any spells stored in your eyes and take an unpreventable 2d12 necrotic damage for every hour you were manifesting your Apotheosis. Your maximum HP is reduced based on the damage you take from this failure until you complete a Long Rest. You regain the use of this feature when you complete a Long Rest.

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