Base Class: Wizard
The differentiation between myth and legend has never been clearer for this school of wizards. From the darkest corners of the magic realm to planes that don't exist, your ability to discern the truth from stories has made you gain a knack for relic hunting. This school of magic learns both from the arcane as well as the divine, as both magics have their origins' secrets hidden in the past.
With your new ancient power from relics and your vigorous studies, you now have become the connection between the past and the present.
Spells from Afar and Beyond
Having learned the true essence of magic by studying the source, you gain the ability to reproduce spells belonging to other classes at 2nd level.
Besides wizard spells, you have the ability to choose the paladin/cleric spell list or the warlock/sorcerer spell list depending if you are good or evil respectively (or if you have studied the more divine or arcane nature of spells). The number of spells you can take from either category is equal to half your wizard level.
The spells you copy down from the paladin/cleric or warlock/sorcerer spell list can not be copied by other wizards, unless they have the ability to learn spells from that class’s spell list.
Arcane Magic
You have the ability to choose spells from the warlock and sorcerer spell list.
Divine Magic
You have the ability to choose spells from the cleric and paladin spell list.
Understanding Nature
Your understanding of spells far goes that of a modern wizard. Thus, you gain the ability to alter the spells starting at 2nd level. You have the following options.
- When you cast a spell that heals with a spell slot, you can increase the healing by a d8. By burning a spell slot, you can increase the healing by multiplying the spell slot by d8.
- When you cast a spell with a spell slot, you can substitute that damage type with another type by burning a spell slot.
- When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice by burning a spell slot.
- When you cast a spell with a spell slot, an additional 1st-level spell slot can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 1d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell. Burning a higher-level spell slot, increases the damage for each level above the 1st.
- When you cast a spell with a spell slot, an additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 60 feet. Burning a higher-level spell slot, doubles the range for each level above the 2nd.
- When you cast a spell with a spell slot, an additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2. Burning a higher-level spell slot, increases the DC by 1 for each level above the 3rd.
You can only change the nature of spells equal to your intelligence modifier, and you gain all charges to alter a spell after a long rest.
Efreeti Chain
On your journey into the primordial planes or your local flea market, you have found the first piece to a very ancient benign pact-maker relic.
Starting at 6th level, you can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. When you choose these allies, a purple transparent chain seems to go from one person to the other. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour, or until you recast it again.
You can use this feature equal to one quarter of your wizard level, and you regain the ability to do so when you finish a long rest. You can also choose to do so again, but you will suffer a point of exhaustion for each time you use it beyond the normal usage amount.
Celestial Hourglass
You have found what once was a celestial scale converted into an hourglass that holds particles of the sand of time. Moreover, the result of the conversion has made a sideways hourglass that holds equal volume of sand and air on each side and an artifact that slows down time.
Beginning at 10th level, the bond you forge between people allows the other to shield their bonded friend from harm.
While either creature chosen for the Efreeti Chain feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage as the sideways hourglass allows for time to slow down slightly. This resistance lasts until the end of the current turn.
Dark Star
The Dark Star was once a magic armor worn by a lord of Avernus. Now, it has become a vengeful spirit armor of war; the malice and woeful artifact, when clamped onto a user, seeks out any that the user may want to exact revenge on while ignoring anything else.
At 14th level, the bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other.
Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:
- The creature has advantage on attack rolls, ability checks, and saving throws
- The creature gains resistance to all damage
- As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.