Wizard
Base Class: Wizard

The school of Archeology teaches all about ancient magic, including how to use it in this time. The teachings of this school include specific ways to warp time and space. As time magic can be very finicky, and resistant to use. Because in any attempt to warp time that dosent obey the laws of physics, is simply a waste of mana.

Blade of the Ancients

Beginning at the 2nd level, you have discovered how to conjure the weapons of ancient forces.

When you gain this ability at the 2nd level you may choose up to two 2nd level options in the Ancient Blades Table provided at the end of this Subclass. The number of options increases by one at the 6th, 10th, and 14th levels. Every level you may choose to switch out one option for another.

As a bonus action you may expend a spell slot to conjure an Ancient Blade of the ones you have available to you. The Ancient Blade lasts for one minute per level of spell slot expended to summon it. Summoning an Ancient Blade while you already have one conjured ends the duration of the original.

Brashian Axe

1d10 fire damage (which increases by 1d10 at the 5th, 111th, and 17th levels), while wielding this weapon you may use the cantrip Control Flames, costs a 1st level spell slot to conjure.

Finbar's Scimitar

3d6 fire damage (which increases by 1d6 at the 11th, and 17th levels), whenever you conjure this weapon you can cast the spell Burning Hands as a 2nd level spell (which increases by one for every spell slot above the 3rd used to conjure it) without expending a spell slot or using any material components, costs a 3rd level spell slot to conjure.

Gruden's Thunderous Maul

2d10 bludgeoning damage (which increases by 1d10 at the 11th, and 17th levels), while wielding this weapon you can cast the spell Thunderwave as a 2nd level spell (which increases by one for every 2 spell slots above the 5th used to conjure it) without expending a spell slot or using material components, costs a 5th level spell slot to conjure.

Julian’s Grass Longsword

1d10 slashing damage, striking a creature with this weapon imposes a Constitution saving throw against your spell save DC, on a failed save the creature takes 2d10 poison damage (which increases by 1d10 at the 11th, and 17th levels), and half as much on a successful save, costs a 3rd level spell slot.

Lolian Rapier

1d8 cold damage (which increases by 1d8 at the 5th, 11th, and 17th levels), striking a creature with this weapon reduces their movement speed by 10ft until the beginning until your next turn, costs a 1st level spell slot to conjure.

Selucian’s Spear

2d6 psychic damage (which increases by 1d6 at the 11th, and 17th levels), striking a creature with this weapon grants you the benefits of the detect thoughts spell against them without expending a spell slot or using any material components, costs a 2nd level spell slot to conjure.

Sulteth’s Crescent Dagger

2d4 radiant damage (which increases by 1d4 at the 11th, and 17th levels), reach of +20ft, striking a creature with this weapon imposes a Strength saving throw against your spell save DC, on a failed save the target is restrained and suffers 2d4 radiant damage (which increases by 1d4 at the 11th, and 17th levels) every turn it starts restrained by this weapon, costs a 4th level spell slot to conjure.

The Gilded Lance of Excaline

5d6 Lightning Damage (which increases by 1d6 at the 17th level), whenever you conjure this weapon you can cast the spell Lightning Bolt as a fifth level spell (which increases by one for every spell slot above the 6th used to conjure it) without expending a spell slot or using any material components, costs a 6th level spell slot to conjure.

The Glacial Bolts of Zendvar

while wielding this weapon, you can cast the spell Ice Knife as a 3rd level spell (which increases by one for every spell slot above the 7th used to conjure it) without expending a spell slot or using any material components, costs a 7th level spell slot to conjure

The Unstoppable knuckles of Ashilar

whenever you take the attack action you may make 3 melee attacks (which increases to 4 at the 17th level) dealing 1d10 + spell modifier Force damage, costs a 5th level spell slot to conjure.

Thiersian Blade

1d8 lightning damage (which increases by 1d8 at the 5th, 11th, and 17th levels), striking a creature with this weapon prevents it from using its reaction until the beginning of your next turn, costs a 1st level spell slot to conjure.

Xephory’s Quarterstaff

2d8 bludgeoning damage (which increases by 1d8 at the 11th, and 17th levels), Whenever you conjure this weapon you gain the benefits of the spell Gust of Wind for the duration, costs a 2nd level spell slot to conjure.

Armor of the Ancients

Beginning at the 2nd level, you have discovered how to conjure the armor worn by ancient forces.

When you gain this ability at the 2nd level you may choose up to two 2nd level options in the Ancient Armor Table provided at the end of this Subclass. The number of options increases by one at the 6th, 10th, and 14th levels. Every level you may choose to switch out one option for another.

As an action you may summon a set of Ancient Armor of the sets available to you. The set of Ancient Armor lasts for one minute per level of spell slot expended to summon it. Summoning a set of Ancient Armor while you already have one conjured ends the duration of the original.

Brashian Plate

13 + Dexterity modifier (maximum of 2) AC (which increases by 1 at the 5th, 11th, and 17th levels), while wearing this set of armor you have resistance to fire damage, costs a 1st level spell slot to conjure.

Finbar’s Garment

11 + spell casting modifier AC (which increases by 1 at the 11th, and 17th levels), Whenever you summon this set of armor you may choose to gain resistance to either lightning or cold damage for the duration, costs a 3rd level spell slot to conjure.

Gruden’s Booming Plate

17 AC (which increases by 1 at the 11th, and 17th levels), whenever a creature targets you with an attack while wearing this set of armor you may use your reaction to impose a strength saving throw against the creature, on a failed save the target takes 2d8 thunder damage (which increases by 1d8 at the 11th, and 17th levels) and is thrown up to 10 ft back, on a successful save the target only takes half damage and is not thrown back, costs a 5th level spell slot to conjure.

Julians Bamboo Karuta

13 + Dexterity modifier AC (which increases by 1 at the 11th, and 17th levels), whenever you Whenever you summon this set of armor you may choose to gain resistance to either poison, acid, or necrotic damage for the duration, costs a 3rd level spell slot to conjure.

Lolian Mail

11 + Dexterity modifier AC (which increases by 1 at the 5th, 11th, and 17th levels), whenever you conjure this set of armor you gain 10 temporary hit points (which increases by 5 for every spell slot above the 1st used to conjure it) for the duration, costs a 1st level spell slot to conjure.

Selucian’s Spiked Armor

13 + Dexterity modifier (maximum of 2) AC (which increases by 1 at the 11th, and 17th levels), whenever a creature makes an attack against you, they must succeed on a wisdom saving throw against your spell save DC or take 2d4 piercing damage (which increases by 1d4 at the 11th, and 17th levels), costs a 2nd level spell slot to conjure.

Sulteth’s Shining Scalemail

15 + Dexterity modifier (maximum of 2) AC (which increases by 1 at the 11th, and 17th levels), whenever a creature targets you with an attack while wearing this set of armor you can use your reaction to impose disadvantage on the attack roll against you, costs a 4th level spell slot to conjure.

The Glistening Garment of Zendvar

13 + spell casting modifier AC (which increases by 1 at the 17th level), a creature’s turn ends whenever it deals damage to you while you are wearing this set of armor, costs a 7th level spell slot to conjure.

The Intricate Plate of Excaline

16 + dexterity modifier (maximum of 2) AC (which increases by 1 at the 17th level), whenever you summon this set of armor you may use your bonus action to cast the spell [Tooltip Not Found] as a 5th level spell, costs a 6th level spell slot to conjure.

The Unpredictable Robe of Ashilar

10 + dexterity modifier + spellcasting modifier AC, whenever you take damage while wearing this set of armor all subsequent attacks against you disadvantage until the beginning of your next turn, costs a 5th level spell slot to conjure.

Theirsian Leather

11 + Dexterity modifier AC (which increases by 1 at the 5th, 11th, and 17th levels), while wearing this set of armor your movement speed increases by 10ft (which increases by 5 ft for every 2 spell slots above the first used to conjure it), costs a 1st level spell slot to conjure.

Xephory’s Robe

10 + dexterity modifier + spell casting modifier AC, whenever a creature attacks you while you are wearing this set of armor you may use your reaction to use the Gust cantrip on them, costs a 2nd level spell slot to conjure.

Strike of the Past

At the 6th level, you have discovered how to use your ability in small surges that dosent create paradoxical loops.

Whenever you fail an attack roll made with an Ancient Blade you may use your bonus action to reroll the attack roll.

Drawn to the Frey

At the 10th level, you have learned to warp space as well as time, in short bursts.

You can use your bonus action to double your movement speed, and whenever you do your movement does not provoke opportunity attacks.

Might of the Ancients

At the 14th level, your mastery over ancient magic has granted you a connection to the overwhelming powers of the ancient gods. 

Once per turn, whenever you hit a creature with an Ancient Blade you can expend one spell slot to deal extra damage of weapons type. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st.

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