Wizard
Base Class: Wizard

The Progenitor is not a wizard who studied; they are the Progenitor of Wizardry, the first consciousness to successfully codify and control the raw forces of the Weave. They reject the use of spellbooks, for their repertoire is not copied from history but invented and stored perfectly within their own mind. Their Staff of Origins is the original magical conduit, an extension of the Progenitor's will, imbued with the memory of magic's first principles. They view the act of casting not as a ritual, but as an intellectual declaration, utilizing their perfect knowledge and connection to the Weave to achieve ultimate control and define the laws of magic for all who follow.

Progenitor of Wizardry

3rd-level Progenitor feature

Choose or create three spells, each of which must be no higher than level 2, and add them to your repertoire for free.

In addition, whenever you gain a level in this class, you can add one additional spell to your repertoire for free. The chosen spell must be of a level for which you have spell slots.

Staff of Origins

3rd-level Progenitor feature

Through the repeated use of magic and channeling the weave, you have awakened an arcane sentience within your staff.

While you are holding the staff, it grants you the following benefits:

  • When you cast a spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your repertoire, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
  • When you cast a spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.

If the Staff of Origins is lost or destroyed, you can perform a special ritual during a short rest using a mundane quarterstaff or simple wooden staff. By focusing your innate knowledge, you transcribe the essential magical structure into the new focus. At the end of the rest, the new staff is transformed by the weave itself into your Staff of Origins.

Weave Echo

6th-level Progenitor feature

You can channel the resonant memory of your Staff of Origins to call forth a manifestation of the weave itself—a spectral echo of the foundational magic you first mastered. As a bonus action while holding the staff, you can cause the echo to manifest in an unoccupied space of your choice within 60 feet of you.

The Weave Echo is a spectral object whose size is Small or Tiny, hovering in place. It is intangible and sheds dim light in a 10-foot radius. It looks like a flowing pattern of raw magical energy, a floating sigil, or appears like yourself(your choice).

While manifested, the Weave Echo:

  • Can hear and see, and it has darkvision with a range of 60 feet.

  • Can telepathically share what it sees and hears with you (no action required).

Whenever you cast a wizard spell on your turn, you can cast it as if you were in the Weave Echo's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

As a bonus action, you can cause the Weave Echo to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not solid objects.

The Weave Echo stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic on it, if your Staff of Origins is destroyed, if you die, or if you dismiss the echo as a bonus action. Once you conjure the echo, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to conjure it again.

Warden of the Weave

10th-level Progenitor feature

The complex, interwoven structures of the spells you've personally created are anchored so firmly in your mind that external magic struggles to unravel your concentration or corrupt your senses.

  • Mental Fortitude. You gain advantage on Intelligence and Wisdom saving throws.

  • Perfected Concentration. When you are required to make a Constitution saving throw to maintain concentration on a spell, you can use your reaction to treat the result of the d20 roll as a 10, regardless of the actual result. Once you use this reaction, you can't use it again until you finish a short or long rest.

Archival Perfection

14th-level Progenitor feature

When you cast a wizard spell of 1st level or higher, you can tap into the flawless architecture of your invented spells. You can choose one of the following effects to apply to that spell:

  1. Fundamental Shift: You can change the spell's damage type to any other type (Acid, Cold, Fire, Force, Lightning, Necrotic, Psychic, Radiant, or Thunder), ignoring the normal requirement of the Resonant Formula Alteration feature.

  2. Structural Mastery: If the spell targets only one creature, you can instead have it target a second creature within the spell's range.

  3. Perfected Casting: If the spell requires an attack roll, it is cast with advantage. If the spell requires a saving throw, creatures making the saving throw against this spell do so with disadvantage.

You can use this feature a number of times equal to your Proficiency Bonus ({{proficiency}}. You regain all expended uses when you finish a long rest.

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