Wizard
Base Class: Wizard

The Hunter's formed a guild, called Revenant's Fury. They fight in packs in small squads, for they have immense power. Although they may have great power, they have major flaws. Their defense abilities are somewhat limited, and can only rely on their bonded weapon (special weapons that are chosen through the Trial of Sol) and magic. This magic that they use is modified to their needs.

Altered Magic

Beginning when you reach level 2, you feel immense power flow through your veins. All of your damaging spells apply Tau damage (true damage that is not modified by anything except Sentient damage) and your shielding spells grant extra Tau resistance (true defense that is not modified by anything except Sentient damage). At levels 6, 10, 14, and 18, the power of this ability increases.

Altered Arsenal

Beginning at 2nd level, all of your weapons radiate tau energy. Every time you hit something with a melee or ranged attack, deal extra Tau damage. At levels 6, 10, 14, and 18, the power of this ability increases.

Shadow Transference

Starting at 6th level, you bond with the shadows. For an action,  You now gain access to a Shadow form. In this form, you move much quicker and are invisible, but do not have to ability to attack and have heavily reduced defense.

Empowered Sense

Beginning at 10th level, you become lot more aware of your surroundings. You can now add your INT modifier to any perception check you roll.

Beam of Forgotten

Starting at 14th level, you reveal the true secret of the Hunters. You have the ability to cast a beam that does immense damage, that recharges every day. This damage ignores resistances and immunities except Sentient.

The first time you do so, you suffer no adverse effect. If you decide to recast this ability again before the day ends, you take massive Sentient damage (2d20+2) for every new cast. The self mitigated damage ignores all resistances and immunities except Tau. 

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