Wizard
Base Class: Wizard

This order of mages seeks to Push the limit of intelligence to its fullest, sometimes at the cost of everything else

Magical Mind

2nd-level illuminated Magic feature

At level 2 you choose to loose one sense to amplify your mind prowess. Choose blind or defeaned.

 

Blind

When you choose this condition, you become blinded. You are under the blinded condition except for making spell attack rolls, casting spells, and spells saving throws. 

Additionally, you are under the influence of a perpetual detect magic spell, effectively allowing you to see anything magic within 30 feet of you, an enemy without magical objects or effects is invisible to you unless you can hear it.  

You don't need a physical spellbook, you can remember your spells in your mind palace.  If you somehow lose memory, you and your DM might want to determine what that implies. 

Deafened

You become deafened. Not hearing gives you an unparalleled  concentration. You gain the observant feat.

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell. 

Mindful Sacrifice

2nd-level Illuminated Magic feature

At second level, your intelligence score goes up by 2, as does your intelligence maximum. All your other scores go down by 1. 

Your intelligence maximum goes up by 2 at level 11 and 17 to a maximum of 26.

 

Illumination Magic

6th-level illuminated Magic feature

At level 6, whenever you cast a spell that requires an action or a bonus action to be cast, you can cause it to become illuminated. An illuminated spell gains an additional effect, you can use this feature a number of time equal to your intelligence modifier before taking a long rest. A spell can only have one illuminated property and each illumination can be used once per long rest. 

1. The spell becomes a spell of a level higher of your choosing. (If you cast a 1st level spell with a 3rd level spell slot, you choose a 2nd level spell.) 

2. The spell  has a surge of unpredictable magic. Roll on the wild magic surge table. 

3. The spell deals an additional 2d6 of the appropriate damage. 

4. If the spell has a casting time of 1 action, it can be cast as a bonus action. 

5. The duration of the spell is elongated by an hour. 

6. Roll a d100, on a 25 or lower, the spell doesn't expand a spell slot. 

7. The spell can't be countered.

8. You can cast the spell as a reaction.  

 

 

 

Mind palace

10th-level illumination Magic feature

You gain the Keen Mind feat, if you already have it, you gain another feat of your choosing. 

Whenever a creature casts a spell within 60 feet of you, you may expand a spell slot of 3rd level or higher and use your reaction to copy that spell and cast the copy immediately. (You cast the spell after the other creature.)

You can use that reaction 1 time per long rest. 

illumination Mastery

14th-level illumination Magic feature

You regain your illumination magic features on short rests in addition to long rests. They each can be chosen twice instead of once per rest.

 

Previous Versions

Name Date Modified Views Adds Version Actions
2/25/2021 7:57:22 PM
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