Base Class: Wizard
For most wizards, their arcane pursuits are a means to their own power. Brahmin forsake this selfish ideology and instead view their mastery of esoteric arts as a pursuit of enlightenment that will be available to all once they have perfected their craft and honed their knowledge. The tradition was once spread across the whole of Shou Lung, but when the Path of Enlightenment was declared to be the only official religion of the nation, these wizards fled to the mountainous lands that would become the nation of Tabot. As one of these legendary teachers, you take great pleasure in demonstrating your accumulated knowledge to others. You surround yourself with pupils, whether your students realize it or not, and you attempt to work with them to align their perspective with your own - knowing that the universe will free you from its shackles.
Chronicle of Knowledge
Starting when you choose this tradition at 2nd level, you learn to use the tools of writing and language to transmit and preserve your arcane knowledge. You gain
proficiency with calligrapher’s supplies.
You can use calligrapher’s supplies to create spell scrolls. At the end of a short or long rest, you can spend 10 minutes and expend 10 gp worth of parchment, quill,
and ink to create a spell scroll containing one spell you choose from your spellbook. You then expend a spell slot equal to the spell’s level to imbue the scroll with
the spell’s magic. Until the scroll is destroyed, you can’t regain the spell slot that was used to create it. A spell scroll you create uses the spell save DC and spell attack
bonus for its level as listed in the Spell Scroll table (see page 200 of the Dungeon Master’s Guide).
Additionally, you can cast a spell from a spell scroll as though it is a wizard spell you have prepared, even if it isn’t on the wizard spell list. To do so, you expend a spell
slot, as normal. When you cast the spell this way, the scroll isn’t destroyed after the spell is cast.
Once you reach 10th level in this class, you can use your spell attack modifier and spell save DC in place of those normally used for a spell scroll you use.
Mystic Guru
Also beginning at 2nd level, you can annotate spell scrolls with short aphorisms, parables, or diagrams and use these to teach others how to cast written spells. Over the course of 1 hour, you can teach a creature of your choice the techniques required to use one specific spell scroll that contains a spell on the wizard spell list. A creature can’t learn to use a scroll that contains a spell of a level greater than half its level. Teaching a creature this way counts as light activity. While a creature is in possession of a scroll you’ve taught it to use, it can use its action to use the scroll, casting the scroll’s spell without providing any of the spell’s components or making a spellcasting ability check, even if the spell isn’t on the creature’s class spell list or the spell is of a higher level than the creature can normally cast. A creature can only be taught how to use one spell scroll at a time.
Once you teach a creature this way, you must finish a short or long rest before you can teach another creature.
Opportunistic Tutor
Beginning at 6th level, you learn to quickly instruct even novices in the esoteric art of casting spells that you know. As an action, choose a friendly creature within 60 feet of you that you can see and that can hear you. If that creature uses its reaction to channel your arcane energy, you cast a spell you have prepared with a casting time of 1 action from the creature’s space.
If the spell has somatic or verbal components, both you and the chosen creature must be physically capable of performing them. If the spell you cast this way requires concentration, the chosen creature maintains concentration on the spell as though it had cast it, and uses your spell attack bonus and spell save DC for the for any action or saving throw required for the spell for its duration.
Once you use this feature, you must finish a short or long rest before you can use it again.
Learn from Failure
Starting at 10th level, you can use failure as a teachable moment. When you or an ally you can see misses with an attack roll or fails a saving throw or ability check, you can use your reaction to grant the target a +10 bonus to their next roll of the same type within the next 24 hours. For example, if the creature failed a saving throw, it gains the bonus to the next saving throw it makes.
Once you use this feature on a creature, that creature can’t benefit from it again until it finishes a long rest, which it uses to reflect on the lesson.
You can use this feature a number of times equal to your Intelligence modifier (minimum once), and regain all of your expended uses when you finish a long rest
Final Lesson
When you reach 14th level, you learn how to demonstrate that death is not the end of existence. When a creature within 60 feet of you that you can see is reduced to 0 hit points, you can use your reaction to transform the target into a being of spirit energy. The creature does not fall unconscious and can continue fighting. While transformed, the creature gains the following traits:
- It can’t regain hit points or gain temporary hit points.
- It can move through objects and other creatures as if they were difficult terrain. It automatically fails a death saving throw if it ends its turn inside an object. It otherwise doesn’t make death saving throws at the start of each of its turns.
- The creature can see 60 feet into the Ethereal Plane.
- The creature is immune to all damage. Whenever this immunity prevents damage, you must make a Constitution saving throw to maintain your concentration, as though you had taken the damage.
The transformation lasts for 1 minute, or until you lose concentration (as though concentrating on a spell). When the transformation ends, the creature reverts to its normal form and falls unconscious in its current space, continuing to make death saving throws, as normal.
Once you use this feature, you can’t do so again until you finish a long rest.
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