Base Class: Wizard
Unlike traditional Wizards who keep all their power within fragile paper, you record your spells on something much more dependable - your body. With access to all your spells at any time, you've become more versatile than your bookish peers - but this practice is not without its drawbacks. Nonetheless, magic seems to be much more potent, if raw, around you.
Physical Connection
Your body is covered in arcane sigils containing spells you've learnt. At 2nd level, you undergo an hour-long ritual during which you transfer all spells from your previous spellbook to your body, destroying the previous spellbook and covering your body in elaborate writing. From now on, you must copy spells from other sources onto your body with a tattoo pen or similar utensil, and it takes twice as much time to do so. You do not require paper for this process, but expensive skin inks make up the difference in price; the gold cost of copying new spells does not change.
Additionally, you no longer need to prepare your spells. Any spells tattooed on your body may be cast with your spell slots at any time as long as you have slots remaining. You still must seek new spells to add them to your repertoire.
Power Swap
Using your body as a vessel, you can channel extra arcane power. At 6th level, if you have less than your maximum spell slots remaining of a certain level (e.g. 3rd level slots), you may force magical energy through your body to replenish that slot. Doing so reduces your maximum hit points by 2 times the slot's level. If you have more hit points than your new maximum, those hit points are removed until your current total is equal to your maximum. Your hit point maximum resets after any time you regain spell slots for this class.
Energizing Corpus
Your arcane tattoos grant you supernatural strength. Because of your intimate relationship with magic, your arcane capacity also contributes to your physical prowess. You gain a bonus to all checks and saves made with Strength, Dexterity, and Constitution equal to half (rounded down) the level of the highest level slot you have available. Once you spend all slots of that level, your bonus is instead calculated with your next highest, and so on.
(Ex: Your highest level slots are 6th level. This gives you a +3 on all aforementioned checks. You cast a spell using the last of your 6th level slots, knocking your bonus calculation down to your 5th-level slots; Your bonus is now +2 on the listed checks instead of +3.)
Vessel State
Your intimate connection to spells allows you to become one with the Weave for a limited time. At 14th level, you can enter a state during which magic rushes to empower you. To activate Vessel State, you must spend one spell slot of any level as a bonus action, activating this ability for a number of rounds equal to the level of the spell slot sacrificed. While acting as vessel for this magic, you gain the following benefits:
- Resistance to bludgeoning, piercing, and slashing damage from all sources.
- You have advantage on all spells that require a save and suffer no effects upon a successful save. Furthermore, spells with an attack roll that target you have disadvantage, as the Weave bends around you to preserve the arcane knowledge inscribed on your skin.
- All spells you cast that use dice to determine damage or healing use one more die of the listed size.
You may extend the duration of Vessel State by sacrificing a spell slot as a free action while active, adding a number of rounds equal to the slot's level to the duration. Vessel State may be ended at any time (no action required), but any remaining duration will be lost.
Previous Versions
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8/19/2021 8:30:57 PM
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