Wizard
Base Class: Wizard

Even between wizards, Spell Seekers are a breed apart. Unlike erudites that obtain knowledge through careful study and focus into one discipline, Spell Seekers put that knowledge to use to further push the envelope of what can be learned about and accomplished through arcane magic, combining different spells through intense practice and training to produce wonderful and sometimes terrifying new results.

Spell Seekers, or simply seekers, further glean the secrets of the arcane than any of the traditional schools of magic. They wish to know and understand the intricacies of every spell and its applications, dabbling on every manifestation of magic and applying lateral thinking to find new uses for existing spells, which often end up aiding the seeker on the adquisition of additional magical knowledge, eventually reaching a critical mass where the seeker is able to combine two spells which would be imposible to sustain for any other caster, cast a variety of spells in a very short period of time, and even manipulate the weave of magic directly and turn it against their rivals.

Because of their need to repeatedly pratice their magic more so than any other wizard, seekers take to a life of adventuring more often than not. Always multitasking, this also enables them to more easily find the sheer variety of spells needed to meet their often obscure and poorly undertandable goals.

Expeditious Savant

Beginning when you select this subclass at 2nd level, the gold and time you must spend to copy an spell with a duration of instantaneous into your spellbook is halved

Combination Caster

In order to understand the underlying infrastructure of magic, you must first master its most basic foundations. Starting at the 2nd level, After casting an spell with a duration of instantaneous, you can change the casting time of any Wizard cantrip from 1 action to 1 bonus action for one casting. You can do so an amount of times equal to your Intelligence Modifier (minimum of 1) and you regain any expended uses when you finish a long rest.

Conjure Components

By using conjuration and illusion magic, you are able to provide the more mundane components necessary for your spells, enabling you to practice them more profoundly. Beginning at 6th level, before you cast an spell that requires and/or consumes a material component that costs 100 gp or less, you can choose not to provide the component, rapidly fabricating a replacement for that casting provided one of your hands is free to do so.

If the spell itself doesn't consume the generated component, it vanishes immediately after its casting, or as long as the spell requires the component to exist.

Arcane Autopsy

Starting at 6th level, you have learned to use a combination of necromancy and divination to gather arcane knowledge from slain creatures. You may read and copy spells into your spellbook from the corpse of a creature as if they were a scroll or similar record.

You may copy only Wizard spells that the creature knew in life and it had prepared at the moment of dying. At the DM's discression, only the creature's well preserved head may be necessary to use this feature.

Shifting Mind

Beginning at 10th level, using your understanding of transmutation and enchantment you are to alter your bodily and mental resilience with each spell. Whenever you cast an spell of 1st level or higher which forces a creature to make a saving throw, you gain advantage on your next saving throw for that attribute within 1 minute.

Casting another spell of 1st level or higher that forces a save changes the bonus to its corresponding attribute.

Seeker's Feedback

Starting at 14th level, you can manipulate a rival spellcaster's spell through the weave itself by blending abjuration and evocation lore, culminating in the spell lashing back at its caster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and the caster suffers its effects as if they had failed their saving against their own spell (or as if the spell beat their AC if it was an spell attack) if its between 1st and 5th level. Additionally, the creature who casted the spell is forcibly severed from interacting with the weave of magic, and is completely unable to cast or concentrate on any spells until the end of its next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
10/22/2019 12:10:27 AM
170
1
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes