Wizard
Base Class: Wizard

Wyrders take their whole fate into their hands to cast powerful magics. By relying on their past and future knowledge, they can perform powerful spells.

Witchy Ritual

You gain access to the Find Familiar spell.

In addition, you gain access to a Divination, Transmutation, or Illusion ritual of your choice to add to your spellbook.

Level 3: Weird Casting

Every long rest, you gain access to three Weird Dice (d6) you gain one use of Weird Dice at levels 5, 8,12, and 17. When you cast a spell, you may add a Weird Die (1d6 + your Wisdom modifier) to your spell slot to upcast. Whenever you use a Weird Die, you must roll a d20 and face the consequences. 

Die Effect
1-3 The past whispers to you, clouding your senses. For the next hour, you have disadvantage on Perception, and half your normal passive perception.
4-7 Your future wisdom flows into you, granting advantage on Wisdom (Insight) checks until your next long rest.
8-10 You experience a future or past memory for one minute. If you fail a Constitution (DC 15) check, you fall prone as well.
11-12 You grow younger. You gain advantage on Dexterity checks and skills, and disadvantage on Intelligence checks and skills.
13-16 You experience a powerful omen. You add your Weird Die roll to your armor class. This lasts until your next turn.
17-19 You cast Dimension Door as a bonus action.
20 Your past and future collide with you. You take 1d4 psychic damage and summon a Shadow. It will only seek you out.

Pass Fate

When you use a Weird Die, you may now use your reaction to pass the fate onto any creature within 15 ft. of you if they fail a Charisma saving throw (DC 12 + your Wisdom modifier). At level 8, anything that could avert a failure of this saving throw that has charges requires two charges instead of one to offset this effect. If the ability to resist a failure is timed, the effect is not stopped and will take place once the resistance ends.

Scry

You can cast any Divination, Illusion or Transmutation spell that has a casting time of one action as a bonus action.

Level 14: Weird Casting

You can now add your Weird Dice to the range (1d6 * 5 ft.), duration (1d6 units of time), saving roll (1d6), CR (1d6 + your Wisdom modifier), or any dice rolls (1d6) that are part of a spell you cast. This still requires you to roll on the table. 

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