Wizard
Base Class: Wizard

There are 6 magic sources: The Currents, The Gusts, The Pulse, The Deep Flame, The Warm Light, and The Cool Light. These sources act as magical laylines that all casters tap into in some form for their power. A Scholar of The Pulse is a wizard who has studdied the manipulation of The Pulse through the use of magic formula involving incantation, gesture, and ingrediants. The Pulse is a source associated with internal strength, thought, logic, impulse, instinct, and emotion. For example monsters, a mindflayer and it's psychic abilities are absolutly connected to The Pulse, but less obviously a lycanthrope such as a werewolf would also be connected to The Pulse due to drawing its power through a connection to animalistic instincts.

Scholars of the Pulse occupy many different roles, more so than scholars of the other sources, and thus take on a more fractured collection of groups rather than a singular school. Some work under nobles, tyrrants, organized crime families, or buisnesses, attempting to use manipulation magic to serve their employer. Some serve as diplomats who bring together warring parties and enforce an arcane calm. Some work as mercanaries who use their magic to arcanely enhance their bodies and physical abilities. Most however work as adventurers, since it a position that allows them to utilize both their mental and physical magic.

This subclass is heavily tied into a homebrew setting, I'm still on the fence about making it public, but if you like the themeing and abilities feel free to use it.

 
 
 
 
 
 
 

Pulse Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Pulse spell into your spellbook is halved.

 

Connection to The Pulse

Starting at 2nd level, you pick one of the following at the end of a long rest:

  • As an action, you are able to telepathically speak to a creature within 120 ft of you. You do not need to see it, but you do need to know it's location. If you do not share any languages or it doesn't know any languages, you instead express an emotion or intent.
  • You channel the aspects of an animal. You gain advantage on perception checks reliant on a sense of your choice (sight, smell, sound, taste, or touch) and you add 1 to your Armor Class. Additionally, choose either slashing or bludgeoning damage. Your unarmed strikes become finesse weapons that deal 1d4 of your chosen damage type.

This effect ends when you pick a new option.

 
 

Instinct

Starting at 6th level, you become a master of instinct and impulse. You may use this ability 1 per day at 6th level, 2 per day at 9th level, and 3 per day at 15th. As an action, either target yourself or create a CR 1/4 or less Beast that you target with this effect. If you target yourself, the effect lasts for 10 minutes, and has the following effects:

  • Increase your armor class by your Intelligence modifier while not wearing armor or wielding a shield.
  • Gain a Bite attack that deals 2d4+your intelligence modifier.
  • Gain your choice of either an additional 20 ft of movement or a 30 ft fly speed.

If you create and target a CR 1/4 or less Beast, it follows your commands and acts on your turn. It endures for 1 hour before it disipates, and gets the following modifier:

  • Gains a Bite attack that deals 2d4+your intelligence modifier.
  • Whenever a creature takes damage from the Beast, it has disadvantage against it's next saving throw.

Construct

Starting at 10th level, you master illusion. You are gain a number of points equal to your Wizard level. You may spend 2 points to cast Silent Image or Disguise Self, 3 points to cast Major Image, or 5 points to cast Hallucinatory Terrain. You regain any expended points upon completing a long rest.

 
 

Idea

Starting at 14th level, you are a master of detecting and modifying thoughts. You can cast the spell Detect Thoughts at will, and can cast Modify Memory once a day without expending a spell slot.

 
 

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