Wizard
Base Class: Wizard

You spent years in dusty libraries, reading scrolls on the fundamentals of magic. Maybe by accident, careful experimentation or tutelage in the ancient art of candle making, you discovered that wax and flame are very useful carriers of arcane energy. And it is such a versatile material too. You know different recipes for different colors and scents, as well as for different kinds of candle shapes with varying duration. To some this seems incredibly boring, but not to you! And now your patience and hard work has finally paid off and your bright mind can start to change some fundamentals of magic through your candles.

Witchlight

You created your personal witchlight to light your way through the darkness. You learn the light cantrip. The range extends to 30 ft bright light and an additional 30 ft dim light. You can also choose to have the light be only visible to the person carrying the object (essentially giving them dark vision for the duration without alerting enemies).

Ritual Incense Burners

Your candles come in handy in all kinds of ritual circles and smoke patterns. Casting spells as rituals only costs you 5 minutes on top of the normal duration. At 10th level this is reduced further to only 1 minute.

Spell Fuse

Patience is a virtue you possess. After 6th level, you can use an action to create a spell storing candle by expending the spell slot for that spell. As the candle burns out, the spell is cast with the candles location as the point of origin.

You can set the duration before it triggers between 1 minute and an hour. The candle has an AC of 15 and 1 hp and when it is destroyed the spell immediately triggers. You cannot infuse spells that target yourself or a specific creature, only area of effect spells work this way. If the spell requires material components or concentration to control it in further rounds, you still have to perform these as per the normal rules. If the casting time is longer than an action, you take as long to create the candle as the spell states.

You can create a number of spell fuses up to your intelligence modifier and regain all expended uses when finishing a long rest. All candles that were not used, lose their power during a long rest.

Wax figurine

People a malleable beings, it's so easy to burn them out. At 10th level you have learned to create a wax figurine representing someones life force. As an action, you can acquire some hair or blood from a creature standing within 5 ft of you, or 30 ft if you know mage hand and infuse it with a wax doll to create a figurine.

While this creature remains within 30 ft of you, you can target them with spells with a range of touch, without actually touching them. Additionally, as a bonus action you can hurt the figurine. They make a con save against your spell DC and when they fail it they take 1d6 damage in your choice of piercing, force, psychic or fire damage.

The figurine melts away when the creature is more than 30 feet away at the end of your turn, when it dies, when combat is over or when you finish a short or long rest. You can only use this feature once before finishing a long rest.

Burning at both ends

Some lives burn very bright and very fast. At 14th level, you can create a different type of spell fuse that can take on the concentration for a spell at the cost of life force. You can infuse a candle with a spell requiring concentration by expending the required spell slot. The spell immediately starts. You can either keep it on your person, place it on the ground or give it to a willing creature who is not concentrating on any other spells. This location determines the point of origin for the spell, or the creature it is targeted at.

At the start of every round, the candle takes life force to keep burning. If the candle is on yourself or on the ground you take 1d6 necrotic damage. If another creature has it, they take 1 necrotic damage if they have it in their hand, or 1d4 necrotic damage if it is elsewhere on their person (like a lantern on their belt or a headband). For every spell slot level above 3rd level, you increase the taxation by one die (or 1 if the creature holds it in their hand). This damage does not prompt a con save for keeping concentration, but other damage targeting you or the creature concentrating still triggers a con save for concentration as normal.

You can only have one candle at a time.

Previous Versions

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