Wizard
Base Class: Wizard

The School of Yellow Mage is group of people that worshipped in Gro-goroth and emphasizes magic of blood and wound. They seek to understand the power of the Old Gods and use their forbidden knowledge to manipulate magic beyond its ordinary limits. Yellow Mages are also known for their knowledge of Ritual Circles, allowing them to recognize and recreate ancient rituals without relying on Skin Bibles.

Level 3: Ritual Scholar

You have studied the forbidden knowledge of Ritual Circles. When you encounter a Ritual Circle, you can identify its type with an Intelligence (Arcana) check. You do not require a Skin Bible to identify or draw a Ritual Circle.

Once you know the required Sigil, you can complete the Ritual Circle by spending 1 Chalk, as normal.

Level 3: La Danse Macabre

As a Bonus Action, you begin a supernatural dance that lasts for 1 minute. While dancing, whenever you deal damage with a Wizard spell, you gain a +1 bonus to one damage roll of that spell. This bonus increases by 1 at the start of each of your turns, up to your Proficiency Bonus.

The dance ends early if you become Incapacitated or if you choose to end it.

You can use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.

Level 6: Meditation

As a Bonus Action, you can enter a state of Meditation until the start of your next turn. While meditating, you cannot move or take the Attack action.

If you are concentrating on a spell, you have Advantage on Constitution saving throws made to maintain that Concentration.

If you remain in Meditation until the start of your next turn, you gain Temporary Hit Points equal to your Intelligence modifier + your Proficiency Bonus.

You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

Level 10: Spice Forge

When you cast a Wizard spell of 1st level or higher, you can manipulate the spell through your forbidden knowledge. Choose one of the following effects:

Amplify.
Add your Intelligence modifier to one damage roll of the spell.

Extend.
Double the spell's range, provided its range is at least 5 feet.

Empower.
When the spell requires a saving throw, choose one creature affected by the spell. That creature has Disadvantage on its first saving throw against the spell.

You can use this feature a number of times equal to your Intelligence modifier per Long Rest.

Level 14: Greater Yellow Magic

Your mastery of forbidden magic allows you to temporarily draw upon the power beyond the mortal world.

When you cast a Wizard spell of 1st level or higher, you can invoke Greater Yellow Magic. For that casting, you gain one of the following benefits:

  • You can cast the spell without providing its Material component, unless that component has a listed cost.
  • You can change the spell's damage type to Necrotic.
  • You can add your Intelligence modifier to one damage roll of the spell.
  • You can cast the spell without expending a spell slot, provided the spell is 3rd level or lower.

Once you use Greater Yellow Magic, you cannot use it again until you finish a Long Rest.

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