Wizard
Base Class: Wizard

A mage talented in making the most out of a bad situation. Mages lost in far realms early in their careers will often make do with whatever they can. They learn what corners can be cut, and what they can provide from their own bodies. The truly disparate fall to sentient sacrifices, conjured demon pacts, and enchantry. Those kept safe by a strong group can come to understand themselves as an arcane being and material component, and with time they come to understand the bodies of their enemies the same. 

Level 3: Manus

Learn the cantrip True Strike, and you may ignore the cost requirement of it's Material component when casting it. You may also cast it as an Unarmed Strike. When you hit with an Unarmed Strike you may choose to grapple or shove instead, adding your Intelligence Modifier to the DC.

You may cast True Strike as a bonus action.

Level 3: Arcane Conditioning

Cast the Jump spell, targeting only yourself, without using a spell slot a number of times equal to your proficiency modifier. Recover expended uses of this ability when you finish a long rest. When you cast Jump, targeting only yourself, you gain a climb speed equal to your speed and the spell's duration is 10 minutes.

Level 6: Weave Woven

You always have Haste prepared and may cast it without using a spell slot once a day. When you are affected by Haste you may use the attack action granted to cast a cantrip. You are not made incapacitated nor does your speed drop to 0 when the Haste spell ends.

Your body functions as an arcane conduit allowing you, or a creature you are willingly holding hands with, to cast spells without needing material components that do not have a specified cost.

Level 10: Magical Being

Your body is the weave manifest. When you cast true strike you may have it deal force damage. You have 10 feet of blindsight.

While you're under the effects of the Jump spell you do not have to breathe, and as a reaction may negate any falling damage you take as if under the effect of the spell Featherfall.

Level 14: Divine Arcana

Your body resonates with each magical effect cast upon it. Whenever you start your turn in an antimagic area, are affected by antimagic, or are the target of a successful dispel magic you must succeed on a Constitution saving throw as if to maintain Concentration DC 15 + the highest level spell effect active on yourself. Only the magical effects active on you are treated this way. Additionally while affect by antimagic you may cast cantrips up to 5ft away, any lingering effects of the cantrip immediately dispel after the cantrip is cast.

Previous Versions

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5/30/2026 12:28:40 AM
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