For a long time, creatures have been able to manipulate the fabric of the multiverse to create effects of their desire. Most call this the practice of Magic. People strive to master the power of magic in many different ways, for example, through ancient tomes and logic (Wizards), or by calling upon the Gods for divine enlightenment (Clerics). But it matters not from what source it originates- once one has had contact with this power, they find it hard to quench their desire for more. And the more magic they gain, the hungrier they become for it. One may think that they are in control of the magic they possess, but it is never so. As with all terrible things, magic has the capability to corrupt even the strongest of wills. So, with the mortal wielding of a power that was never meant for mortals, a power that may have been used for good can bring into existence great forces of evil, such as Liches. And with the rise of such evil comes also the rise of the rare few who would stand against it. 

In some cases, you must become your enemy to defeat your enemy. You must fight fire with fire, as it were. None know this better than the Order of the Äberrant Mage. Devastated by dark magic in a tragic event in their lifetime, members of this Order swear to protect others from that which plagued them. But to do this, Äberrant Mages delve into the pages of yellowed books and forgotten tomes, and strive to learn the art of magic to better understand their enemy. Even though the Order train their minds rigorously to avoid the deeper temptation of magic, it is an almost impossible task, and at every opportunity, magic seeks to further corrupt their souls and turn them into dark, heinous monsters.

Dark Casting

When you choose this archetype at 3rd level, your dire study of ancient magic has given you the ability to cast certain spells.

Äberrant Mage Spellcasting Spell Slots per Spell Level
Bloodhunter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 2 - - -
5th 2 4 2 - - -
6th 2 4 2 - - -
7th 3 5 3 2 - -
8th 3 6 3 2 - -
9th 3 6 3 2 - -
10th 3 7 3 2 - -
11th 3 8 3 2 - -
12th 3 8 3 2 - -
13th 3 9 3 2 - -
14th 3 10 3 2 - -
15th 3 10 4 3 2 -
16th 3 11 4 3 2 -
17th 3 11 4 3 2 -
18th 4 11 4 3 3 1
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1
Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 7th level, and again at 18th level.

Spell Slots

The Äberrant Mage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice.

The Spells Known column of the Äberrant Mage Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your wizard spells, learning through dedicated study, yet using this information to grasp the larger essence of magic that could never be recorded in tomes or scrolls . You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

 

 

Witch Hunter

Also at 3rd level, your dealings with magic have given you the ability to track down and slay spell casters. You can cast the Detect Magic spell a number of times equal to your Wisdom modifier without using a spell slot, and must finish a long rest until you can do so again.

In addition, you gain the following benefits:

 When a creature within 5 feet of you casts a spell, you may use your reaction to make one melee weapon attack against that creature.
• When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
• You have advantage on saving throws against spells cast by creatures within 5 feet of you.

 

Honed Senses

At 7th level, your are unnaturally perceptive, and can detect small signs in the weave of reality that signify danger. You gain proficiency in Dexterity saving throws. If you can see the creature or object that would force you to make a Dexterity saving throw against your will, you have advantage on the save.

Illict Power

At 11th level, you have delved so deep into the dark secrets of magic that you have stumbled upon forbidden knowledge. 

You gain proficiency in the Arcana, if you don't already have proficiency in this skill. 
In addition, whenever you take the Attack action on your turn, you may cast one cantrip as a bonus action. This cantrip must have a casting time of one action.

Magic of the Rite

Starting at 15th level, when you have your Crimson Rite active on a weapon, your damaging cantrips deal extra damage equal to your Crimson Rite Die.

The Anti-Mage

A 18th level, you are adept at slaying even the mightiest of spellcasters. When you make a successful saving throw against a spell of 3rd level or higher, you can choose to gain the following benefits for one minute:

  • Your walking speed increases by 10 feet
  • You gain 50 temporary hit points
  • You have advantage on saving throws against all spells
  • Once per turn, you can choose to deal extra damage to a creature when you hit it with a weapon attack. This extra damage equals 2 x the highest level of spell the creature is able to cast, or 3 x this if you have taken 25 damage or more from a spell on the previous turn.

Once a minute has passed, you can't gain these benefits again until you finish a long rest,

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