Divine Visionary (Mashle Magic and Muscles Supplement) (5e Class)

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Divine Visionary (Mashle Magic and Muscles Supplement)[edit]

In this magical world, you are no exception. You were born with a gift from God: magic. This magic manifests as a line on your face, signifying your magical power and place in society and social standing. There are four types of lines. Most people are born with one line, which is normal. However, 1/100,000 people are lucky enough to be born with two lines, showing that they have been seen by God. No one is naturally born with a third line, but it is possible to receive an artificial third line, although it is not as powerful as a natural third line.

Creating a Divine Visionary[edit]

Divine Visionaries.jpg
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Quick Build

You can make a Divine Visionary quickly by following these suggestions. First, intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Family background. Third choose either the Demonic Heart or Human race.

Class Features

As a Divine Visionary you gain the following class features.

Hit Points

Hit Dice: 1d8 per Divine Visionary level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Divine Visionary level after 1st

Proficiencies

Armor: All Armor
Weapons: Martial weapons, simple weapons
Tools: Choose one type of Artisan's tools
Saving Throws: Dexterity and Intelligence
Skills: Choose three from Athletics, Acrobatics, History, Arcana, Perception, Animal handling, Persuasion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Dungeoneer's Pack or (b) Explorer's pack
  • (a) Wand or (b) Quarterstaff
  • (a) Dagger or (b) Short sword
  • If you are using starting wealth, you have If you're using starting wealth, you have 4d4x10 in funds in funds.

Table: The Divine Visionary

Level Proficiency
Bonus
Features
1st +2 Personal Magic, Single Liner, Spells
2nd +2 School uniform and cloak, School Choice
3rd +2 Personal Magic Feature
4th +2 Ability Score Improvement, Ability score improvement
5th +3 Potion Making
6th +3 Personal Magic Feature, School gift
7th +3 Magical Energy Recovery, Resistant
8th +3 Ability Score Improvement, Ability score improvement
9th +4 Personal Magic Feature
10th +4
11th +4 Double Liner
12th +4 Ability Score Improvement, Personal Magic Feature, Ability score improvement
13th +5 School Present
14th +5 Personal Magic Feature, Visionary Exam
15th +5 Ability score improvement, Triple Liner Wand Awakening
16th +5 Ability Score Improvement, Ability score improvement
17th +6
18th +6 Ability score improvement
19th +6 Ability Score Improvement, Ability score improvement
20th +6 Personal Magic Feature

Personal Magic[edit]

At 1st level, while everyone has magic and almost everyone can learn any magic, yours is special as it is your Personal Magic. Personal Magic is a unique magic that only you can use. Everyone is born with their own, and yours is no different. You must choose one Personal Magic (all detailed at Personal Magic). Your choice grants you features at 1st, and again at 3rd, 6th, 9th, 12th, 14th, and 20th level. Only one person may have one Personal Magic, so if two people wish to have the same one, only one may get it, and the other has to choose an available one.

Personal Magic

As stated above, only you can use your Personal Magic, so nothing like wizards or abilities that allow them to copy spells will allow them to copy your Personal Magic. Dispel magic doesn't work on your Personal Magic, nor does counter spell. All damage your Personal Magic deals is magical.

Magical Power

Magical Power is something every Magic user has, though it varies for everyone. You have a number of Magical Power points equal to twice your level plus your Intelligence modifier if you're a Single Liner. But if you're a Double Liner, it equals four times your level plus your Intelligence modifier multiplied by 2. And if you become a Triple Liner, it equals eight times your level plus your Intelligence modifier multiplied by 4. When you spend all of your Magical Energy points, you must complete a long rest and then regain all of your Magical Energy points.

Some of your Personal Magic features will require their target to make a saving throw to resist the features' effects. The save DC will be calculated as follows:

Magical Power attack = Proficiency bonus + Intelligence modifier Magical Power save DC = 8 + Proficiency bonus + Intelligence modifier

Single Liner[edit]

At 1st level, you are born with a magical line on your face. The design can vary but can't be anything too complicated. The line on your face signifies your magical power and how much magical power you have.

Spells[edit]

At 1st level, you learn additional spells along with your personal magic and per long rest, you may choose which spells to be able to use for the day you may have as many as your Intelligence modifier + Proficiency bonus and when you're able to learn the said spells you receive the spells the same as a wizard such as a 3rd level spell at 5th level and each spells costs twice the level of it

School uniform and cloak[edit]

At 2nd level, you have been given a school uniform and cloak from one of the three schools. Depending on which you choose, it will determine what it will look like. Depending on your background, you will have an armor class equal to 8 + Intelligence modifier. However, if you chose the Family background, you'll receive one of the following cloaks and uniforms:

  • Orphan: 8 + Intelligence modifier
  • Common: 10 + Intelligence modifier
  • Well known: 13 + Intelligence modifier
  • Noble: 17 + Intelligence modifier
  • Divine Visionary: 19 + Intelligence modifier

School Choice[edit]

At 2nd level, you have one of three choices, depending on which you choose. You will gain different perks from each. Easton Magic Academy Saint Ars Holy Magic Academy Walkis Magic Academy Easton has three different houses.

  • Adler is for those of lawful alignment, and if you chose Easton and have a lawful alignment, you gain proficiency in Performance and Perception.
  • Orca is for those of neutral alignment, and if you chose Easton and have a neutral alignment, you gain proficiency in History and Insight.
  • Lang is for those of chaotic alignment, and if you chose Easton and have a chaotic alignment, you gain proficiency in Stealth and Sleight of Hand.
  • For Saint Ars Holy Magic Academy, you can choose three proficiencies, which are Arcana, History, Investigation, Insight, Acrobatics, and Medicine.
  • For Walkis Magic Academy, you can choose three proficiencies, which are Deception, Intimidation, Stealth, Sleight of Hand, Athletics, and Persuasion.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 15th, 16th, 18th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. You may also forgo this increase to instead gain a Magical Feat.

Potion Making[edit]

During your time at this school, you learned how to make potions. Now, because of that, at 5th level, you receive one alchemist's kit. Once per long rest, you may make one basic potion. For example, you can only make a normal potion of healing, nothing better than that. Or, for 30 minutes, an amount of times equal to your proficiency bonus, you may make a potion for free, not costing any ingredients or materials. However, you can only create simple potions like a potion of healing, but nothing greater.

School gift[edit]

After some time at this school, you are given a gift from your teachers. At 6th level, depending on your school, you will have two choices and can only choose one. You will receive the other item at level 13.

  • Easton: Earring of Message, Bag of Holding
  • Saint Ars: Lock of Trickery, Boots of Elvenkind
  • Walkis: Boots of False Tracks, Masquerade Tattoo

Magical Energy Recovery[edit]

At the 7th level, at the beginning of your turns, you begin to recover Magical Energy points equal to your Intelligence modifier plus your Proficiency bonus.

Resistant[edit]

At 7th level, due to your exposure to the many different types of magic and the unique abilities you've encountered, you've learned how to avoid some of these more easily, as this allows you to resist certain area effects, such as a blue dragon's lightning breath or a fireball spell. Choose one of the following ability scores:

  • Brawn - Strength
  • Evasion - Dexterity
  • Endurance - Constitution
  • Discernment - Intelligence
  • Intuition - Wisdom

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. At 20th level, you can choose one additional saving throw.

Double Liner[edit]

At 11th level, when below one-fourth of your maximum hit points, you may roll three Intelligence saving throws. The DC starts at 5 and goes up to 10, then 15. If you pass all the saving throws, you will unlock a second line, becoming a Double Liner for 3 minutes. Once it's up, you'll gain one point of exhaustion, and the line will go away. You may use it once per long rest, but if you're already a Double Liner, you can instead attempt Triple Liner for 2 minutes and will receive 3 points of exhaustion instead. At 14th level, you may permanently keep your second line. If you fail one of the saving throws, you may try again, as you may retry it an amount of times equal to your Intelligence modifier.

School's gift[edit]

Whether you've been doing well or not in your school, the headmaster has given you a gift. At the 13th level, you now receive the other item from your chosen school as well as a flying broom and Eyes of the Eagle.

Visionary Exam[edit]

Tell your DM about this at the beginning so they may know what to do.

At 14th level, over the course of your journey, you may now attempt to participate in the Divine Visionary Selection Exam. If you have 5 or more gold coins, you will be allowed to participate, but they are more than just ordinary gold coins. You first need to collect either the full gold coin or silver coin pieces from others who are also collecting them. The silver coin pieces are ¼ of a silver coin, and once you collect all 4, they will become one gold coin. These gold coins cannot be used to buy things, and if at any point during the event you reach 0 hit points, you will be disqualified. (Unless in the second round.) There are three major parts to the exam.

  • The first round is about attempting to steal a key from inside a balloon, but it is held up with magic, so you must pop it to retrieve the key. However, there are powerful monsters nearby that are meant to be unkillable. They are immune to magic and have 444 hit points, an AC of 22, and a giant cleaver that deals 2d12 + 9 damage. They also have a +15 to hit and heal 30 hp at the beginning of their turns. They have disadvantage on Perception checks involving sight but advantage on Perception checks involving hearing. You need to collect one key in five minutes. If a monster gets you down to 0 hp, you'll be teleported to the main building of the event and may do your death saves at advantage. There can only be nine winners.
  • The second round is a team game where there will be three members per team. Each member will be given a crystal to protect. Each crystal has 5 AC and 4 Hit Points. Once one team has all of their crystals destroyed, the other two teams may continue to the next round.
  • Round three is the simplest. Everyone must participate in single battles against one of the remaining participants, leaving a total of three participants remaining.
  • Final round: The final round will be the most challenging. First, you will be questioned by one of the divine Visionaries. If you're deemed unfit, you will not proceed to this round and will see your opponents afterward. Once you do, they'll declare who is participating, and it will start the following day. What will happen is you will face off against not only the last remaining participants from your school but also the other three from the two other schools. You all will go to a location (decided by the DM) to attempt to receive the Wand of Beginnings, the most ancient wand still in existence. Whoever claims it wins. However, the way you must do this is throughout the location. There will be star keys scattered around, ranging from being hidden to being guarded by a strong monster. Whoever collects five star keys and opens the chest containing the Wand of Beginnings will be made this year's Divine Visionary.

Triple Liner[edit]

At 15th level, if you're at or below 1/4 of your maximum hit points, you may make three Intelligence saving throws. The DC is 10 at first, then increases to 20, then 25. If you fail one, you may reroll all of them again on your next turn. You may attempt this three times a day. If you pass them all, you may unlock a third line, becoming a Triple Liner for three minutes. Once it's over, you'll have five points of exhaustion. At 20th level, you only receive one point of exhaustion and may activate it again. Your Personal Magic spells now cost half of the original cost unless you cast your Secondth or Thirds.

Wand awakening[edit]

At 15th level, if you have awakened your third line, you may awaken your wand to its true form. This will strengthen your magic, and your wand's awakened form will be named after your chosen Personal Magic. Your attack rolls for your Magic will now add your Proficiency bonus twice, and for your saving throws, you add your Proficiency bonus twice to it as well. Depending on your Personal Magic, you may get a weapon you have Proficiency in, as it adds a +5 to your attack and damage rolls. Any saving throws against you, unless they have their Wand awakened as well, will be at a disadvantage.

If the Personal Magic you've chosen doesn't have one listed, you may choose what it is yourself.

Personal Magic[edit]

Partisan[edit]

Your personal magic. It grants you the ability to summon and manipulate swords at will. These swords are extremely fast and highly destructive weapons.

Partisan.png
A user of Partisan summoning multiple against an opponent, source
Partisan

At 1st level, as a bonus action for 3 Magical Power, you can summon a large flying blade that lasts for 1 minute. It deals 1d12 + your Intelligence modifier piercing or slashing damage, and its range is 90 feet. You must use a bonus action or action to control it. You can also use your Partisan to carry as many Large or smaller creatures as your Intelligence modifier. When you use it in this way, it instead lasts for a number of hours equal to your Intelligence modifier.

3% Partisan

At 3rd level, as an action for 4 Magical Power, you may now use 3% Partisan, summoning 3 Partisans. Summoning them and attacking with them as if they are one as it deals 5d12 + Intelligence modifier piercing or slashing damage.

10% Partisan

At 6th level, as an action for 7 Magical Power, you can use 10% Partisan, summoning 10 Partisans and attacking with them. Your opponent must make a Dexterity saving throw. On a failure, they take 8d12 + Intelligence modifier piercing or slashing damage. On a success, they take half as much damage.

Rapid Partisan

At 9th level, as an action for 12 Magical Power, you fire multiple quick Partisans at your opponent, forcing everyone within a 30-foot circle around a point you choose within 120 feet to make a Dexterity saving throw. On a failure, they take 12d12 + Intelligence modifier piercing or slashing damage as well as being knocked prone. On a success, they take half damage and are not knocked prone.

Large Partisan

At 12th level, as an action for 20 Magical Power, if you have awakened your second line and activated it due to how much more power it gives you, you may use this large Partisan targeting a line within 120 feet of you. The range of the line is 15 feet wide and 40 feet long. Anyone within that line must roll a Dexterity saving throw. On a failure, they take 22d12 + your Intelligence modifier slashing damage.

Quicker Casting

At 14th level, you've learned how to use your spells faster than before. You now can control Partisan as a free action, and you gain an additional action that can be used for whatever you want.

Your Wand awakening is Summon Ares, God of War. With this, it becomes a black trident and you may make three attacks with it in one attack action. It deals 4d12 + your Intelligence modifier and proficiency bonus.
Black Partisan

At 20th level, you may use this if you're a Triple Liner and have your Wand currently awakened. As an action for 80 Magical Power, it summons a large black Partisan in the sky that comes down onto your opponents in a line, destroying everything there. The range of the line is 40 feet wide and 120 feet long, forcing everyone within that area to make a Dexterity saving throw. On a failure, they take 60d12 + Intelligence modifier slashing damage and will be knocked prone. On a success, they will take half as much damage, and any creature knocked to 0 Hit Points will be sent to the void, unable to be revived by any means.

Flame Magic[edit]

You have flame personal magic that allows you to create and manipulate a type of heated energy that takes the form of black flames.

Kaldo using black Flames.gif
Black Flames enchanted blade
Black Flames

At 1st level, you learn how to create black flames. As an action for 2 Magical Power, you can force one creature within 30 feet of you to make a Constitution saving throw. On a failure, they begin to burn, taking 3d8 fire damage. The fire lasts for one minute, and they must roll the Constitution saving throw at the beginning of their turns. On a success, they take half as much damage.

Burning blade

At 3rd level, you figure out a unique way to use your flames. As a bonus action for 2 Magical Power, you may light your weapon or allies within 15 feet of you on fire. The black flame affects your opponent in the same way as normal black flames, and it lasts for 1 minute.

Flame Blades

At 6th level, as an action, you may force your opponent to play a game of "You Look, You Lose." There will be four rounds total, and you may choose any direction each time to point at. You may choose one in the first round, then two directions in the second and third rounds, and three directions in the fourth. If your opponent looks at any of the directions, they suffer the Black Flames for the total minute, and they must roll a Dexterity saving throw at disadvantage for each round as red magic resembling a scythe comes from the directions you point at, each one dealing 5d10 fire damage.

Burning Darkness

At 9th level, you've improved your magical abilities and have grown stronger. Now, any of your personal magic will bypass resistances and treat immunity as resistance to your fire damage. At level 13, it changes so that immunity is treated as normal, and having no resistance or immunity makes it a vulnerability.

Flame Secondth:Black Sun

At 12th level

If you've unlocked and activated your second line, you may use this.

You activate your Secondth. It lasts for 2 minutes and increases your Black Flames, making your magic stronger. As an action, you summon a large ball of Black Flames in the air for 40 Magical Power and may fire up to 3 Black Flames at your opponents within 180 feet, forcing them to make a Constitution saving throw. On a failure, one deals 20d8 damage, and it lasts for 2 minutes. On a success, they take half as much damage, but the flames will continue to burn them for the entire two minutes.

Enchanted Blade

At 14th level, you learn how to enchant a blade to have your Black Flames permanently for 8 magical power. On an attack roll, if you hit using this sword as a bonus action, you may activate your Black Flames for 1 minute and have them make a Constitution saving throw. On a failure, they take 7d8 fire damage and will continue to make them for 1 minute or until they pass. On a success, they take half as much damage. You may use this once per short rest and may only have this on an amount of weapons equal to your Intelligence modifier, halved and rounded down.

Your Wand awakening is summon Prometheus, the God of Fire, as your wand transforms into a quarterstaff resembling a metallic torch. The torch features a cage at the top that contains your Black Flames.
Flames Thirds:Dark Day

At 20th level, as an action for 100 Magical Power, you reach a level not many can reach, summoning the power of a God as a large figure of Prometheus appears behind you. It strengthens your Magic beyond anything you've been capable of so far.

You must have your Wand awakened at the moment and must be using your third line to use this.

Prometheus goes before you, casting Black Flames from a large ball of Black Flame on any enemies within 280 feet that you're aware of, forcing them to make Constitution saving throws at disadvantage. On a failure, they take 36d8 fire damage, and unless they have immunity (which will be treated as though they don't have immunity or resistance), it'll be treated as though they have vulnerability. On a success, they take half as much damage. The Black Flames will continue to burn them until nothing but ashes remain, including all of their gear, including magical items, as this lasts for 2 minutes.

Lights[edit]

Your personal magic allows you to generate and manipulate powerful rays of light.

Ryoh.gif
Lights user teleporting
Lights

At 1st level, as an action for 3 Magical Power, you may fire a beam of light at your opponent with a range of 120 feet. If you miss your attack, you may roll 1d4 and add it to your roll. If it hits, add that 1d4 to the 3d10 radiant damage. The die you roll to add to your attack becomes a 1d6 at 5th level and a 1d10 at 9th level. The damage changes to 5d10 at level 5 and again at level 9, becoming 7d10. At level 13, it becomes 9d10.

Light Swords

At 3rd level, as an action for 5 magical power, you fire 5 blades of light with a range of 150 feet, forcing them to make a Dexterity saving throw or take 7d8 radiant damage and forcing them to make a Wisdom saving throw before the Dexterity saving throw or become blinded for 1 minute and having to roll the Dexterity saving throw at disadvantage on a failure. But on a success, they may roll normally, and if they become blinded, they may retake the Wisdom saving throw at the end of their turns.

Lights!

At 6th level, you have become much more radiant than before. Now, your lights can dispel any magical darkness, and you may teleport anywhere within your movement speed. This doesn't create opportunity attacks. As a reaction, you may teleport within your movement speed to avoid an attack, causing it to miss. Also, as a reaction, for 3 magical power within 30 feet of you, you may put a prism around an amount of creatures up to your Intelligence modifier + proficiency bonus to protect them, adding your Intelligence modifier to their AC.

Light Speed

At 9th level, you gain an extra 280 feet to your movement speed, and you may cast teleport at level 12 for 10 Magical Power. You only need a 90 or lower to reach the location unless it's a false destination or has an associated object.

Lights Secondth:Shine Prism

At 12th level

If you've unlocked and activated your second line, you may use this.

You create a large sphere of light above you as an action for 40 magical power, forcing everyone within 180 feet to make a Wisdom saving throw at disadvantage. On a failure, they become blinded for 2 minutes. On a success, they are not blinded but will need to repeat this saving throw at the beginning of their turns until the 2 minutes pass. Anyone who is blinded rolls at a disadvantage on their next turn. All your personal magic now costs one turn less (action -> bonus action -> free action).

Lights Absol

At 14th level, as an action for 20 Magical Power, you fire multiple of Lights, rolling for an attack a total of 5 times with a range of 150 feet each, dealing 6d10 radiant damage. If one attack misses, you may add 1d10 to each roll only once, but if it hits, you add what you rolled on the 1d10 to the damage.

Your Wand awakening is summon Hyperion, God of Light, as it transforms into a staff topped with a large, radiant orb of light.
Lights Thirds:Hyperion Inclination

At 20th level

You must have your Wand awakened currently and have your third line activated to use this.

As a bonus action for 100 Magical Power, you summon your third, calling forth Hyperion, a large divine being glowing brightly, brighter than the sun itself, automatically blinding everyone within 220 feet of you. As an action, you may fire a large ball of light at your opponent, forcing them to make a Dexterity saving throw at disadvantage. On a failure, they take 42d10 radiant damage and are knocked prone. On a success, they take half as much damage. The range of this sphere is 90 feet wide, going in a line of 150 feet. You may do this for free, and this lasts for 2 minutes.

Sands[edit]

This allows you to create and manipulate sand. Sand that has been compacted down to a high density can cut even steel.

Orter turning to sand.gif
Sands user turning himself into sand
Sands

At 1st level, you gain the ability to create and manipulate sand, one of the most versatile things to use. You may create and attack with the sand as an action and bonus action for 2 Magical Power within 60ft, dealing 3d8 slashing, piercing, or bludgeoning damage. The damage increases at level 5 to 4d8, again at level 9 to 5d8, and at level 13 it becomes 6d8. This effect lasts for 1 minute.

Sands compression

At 3rd level, you learn how to compress your Sands more now beyond what normal people could. As a reaction for 3 Magical Power, you may use compressed sand to shield you. You add your Intelligence modifier to your AC until your next turn. You may also trap people with it, making them do a Strength saving throw. On a failure, they become restrained. On a success, they break free.

Sand Transformation

At 6th level, as a bonus action for 5 Magical Power, you can turn yourself into sand to make an attack miss you. It lasts for one minute, and you must roll a d6 for the attacks to miss you, no matter the roll. You must roll a 3 or higher on the d6, and at 10th level, you must roll a 2 or higher. This must be done for every creature, so if two were to attack you and you roll a 3 then a 1, the first creature misses, but the other one can still attempt to hit (they still need to beat your AC, of course). You may move anywhere within your movement speed, turning into sand, then appearing wherever you want within your movement speed. If you appear behind a creature, they must roll a Perception check at disadvantage, and you make a stealth check. If they don't spot you and you attack the creature, you roll with advantage unless the creature has less than 4 Intelligence. If they do, you don't have to roll stealth and may attack with Advantage.

Sand Burial

At 9th level, when you trap someone inside your sand, you may begin to crush them or bury them deeper in the sand. As they're restrained by your sand, as stated in Sand's Compression, they will roll Strength checks at disadvantage. If you're crushing them, they take 8d10 bludgeoning damage. If you're burying them, they start to take 10d10 bludgeoning damage. If they escape while being buried, they must roll an Athletics check to get out or continue to suffocate.

Sands Secondth:Sandy planes

At 12th level

If you've unlocked and activated your second line, you may cast this

As an action for 40 magical power. every creature within 140 feet of you must make a Strength saving throw. On a failure, they get dragged down into the sand and take 20d10 damage. They appear in a pocket dimension that looks like a desert, with nothing but sand and hourglasses as far as the eye can see. On a success, they take half as much damage and don't get dragged down below.

For both the sand that drags them down and the sandy planes, everyone will treat it as difficult terrain except for you. However, in the Sandy Planes, time is different: 1 minute outside equals 2 minutes inside. Once the two minutes outside pass, everyone inside it will be removed and returned to where they originally were. Creatures with a flying speed may not fly out, as this lasts for 2 minutes outside of the Sandy Planes.

Balls of Sand

At 14th level, as a bonus action for 26 Magical Power, you can create two large balls of sand that last for 1 minute and can travel 120 feet away from you. You can use them to collide with your opponent in between them, forcing them to make a Dexterity saving throw. On a successful save, they take half damage. On a failed save, they take 12d10 damage. Alternatively, you can launch the balls at your opponent, making an attack roll against them. Each ball deals 8d10 damage.

Your Wand Awakening is Summon Nereid, God of Sand, as it now looks like a quarterstaff with an hourglass on its end.
Sands Thirds:Antlion's Nest

At 20th level

You must have your Wand currently awakened and have your third line activated to use this.

As an action for 100 Magical Power for 2 minutes, a figure of the God Nereid appears behind you. Sand falls from her hands, covering an area of 220 feet. Everyone except you within that area will suffer the effects of difficult terrain. Creatures that can fly will not be able to fly out. Everyone must make a Strength saving throw at disadvantage or begin to be dragged down below the sand. They will continue to sink until they pass the saving throw or die. Even if they pass the saving throw, they must make Athletics checks to attempt to reach the surface. On a failure, they get dragged down and take 40d10 damage. They will continue to take that damage as long as they're in the sand. On a success, they take half as much damage and stay above the surface. If they reach 0 hit points while being dragged down, their body will continue to be crushed until they're fully dead.

Undeath[edit]

Your magic allows you to summon and control giant undead body parts, and become immortal in turn.

Renatus showing his Immortality.jpg
Undeath user reattaching body parts
Undeath Hands

At 1st level, as a bonus action, for 3 Magical Power within 30 feet, you summon two giant undead hands with claws to attack as a bonus action, action, or both, each dealing 2d10 + Intelligence modifier necrotic damage. The range of these hands is 30 feet, then it becomes 60 feet at level 5 and 90 feet at level 9. While the damage increases to 3d10 at level 5 and 4d10 at level 9. You may use the two large undead hands as a reaction to protect yourself or others, adding your Intelligence modifier to your or your allies' AC. These hands last for 1 minute.

Immortality

At 3rd level, you become immortal, as even if you fail your death saves, you come back after 1 day of being dead. Even if you get your head cut off, you can still control your body and speak normally. If you get a limb cut off, you can regenerate it or reconnect it. If you pass your death saving throws once per long rest, you may come back at half your maximum hit points. You have advantage against any type of poison, including alcohol, and any type of disease. To suffer the effects of exhaustion, the number of exhaustion levels for each effect is doubled. You don't age and can't be aged magically unless by Timez.

Unarmed fighting

At 6th level, you begin to learn how to fight using your own bare hands, able to attack with your hands to deal 1d8 + Dexterity or Strength Bludgeoning damage. This damage changes to 1d10 at level 9, 1d12 at level 13, and 2d8 at level 17. You can also do this as a bonus action.

Better Immortality

At 9th level, it now only takes you half a day to return, and if you pass your death saving throws once per short rest, you may return at maximum hit points. For 8 Magical Power, you recover an amount of hit points equal to the Magical Power you spent multiplied by your Intelligence modifier as a bonus action.

Undeath Secondth:Graveyard

At 12th level

If you've unlocked and activated your second line, you may use this.

As an action for 40 Magical Power, you cast this spell as everyone you choose within 170ft must roll a Constitution saving throw at a disadvantage. On a success, they take half damage and aren't grappled, but on a failure, they take 22d10 necrotic damage and get grappled by undead hands coming from the ground as it starts trying to drag them down into the dirt, forcing them to make Strength saving throws at a disadvantage. They have three turns to escape before they start to suffocate. If they manage to succeed on the Strength saving throw, they get out and take half damage but will need to roll the Constitution saving throw at a disadvantage. Even if they succeed on the first Constitution saving throw, they must continue to make them as this lasts 2 minutes.

True Immortality

At 14th level, if you fail your death saving throws, after one minute you will be brought back to maximum hit points now. And you will become immune to diseases and poisons. If you pass your death saving throws, you come back at maximum hit points and you no longer suffer any kind of exhaustion. And you may spend an amount of magical power equal to your level times your proficiency bonus to recover that amount of hit points as a free action now.

Your Wand's awakening is summon Thanatos, the God of Death. Your wand becomes a black, bloody scythe and gains a +4 to damage and attack rolls that use your Intelligence modifier and proficiency bonus to attack. It deals 5d12 necrotic damage, and you may make two additional attacks.
Undeath Thirds:Thanatos Inclination

At 20th level

You must have your Wand currently awakened and have your third line activated to use this.

As an action for 100 Magical Power, you summon a large figure with a skull head and one large eye. Anyone you choose that is within 250 feet and is currently bleeding or injured enters a blood pact with death as chains connect to the wound. Now, any resistance or immunity a creature had, or even if it had neither, becomes a vulnerability, and each hit you do adds an extra 26d10 necrotic damage. Any creature in the blood pact that hits 0 hp has its soul taken away, and nothing short of the Wish spell could bring them back. In this area, all of your attacks are at advantage, and you gain resistance to all forms of damage. This lasts for 2 minutes.

Ice Magic[edit]

Your Personal magic allows you to instantly freeze your targets. This magic is wide-ranged and strong enough to completely freeze an entire group.

Tsurara freezing opponents.jpg
Icy Touch

At 1st level, due to the nature of your magic, you are always feeling cold and shivering. Because of this, you gain resistance to fire damage, and anything you touch becomes cold. If you touch a creature, they must make a Constitution saving throw. On a success, they take half damage. On a failure, they take 2d6 cold damage and suffer from extreme cold. The DC for extreme cold is the same as your Magical Power DC.

Icicle

At 3rd level, as an action, for 3 Magical Power within a range of 60ft, you may fire one icicle, rolling to attack. On a hit, you deal 4d6 cold damage.

Slab of Ice

At 6th level, as an action for 5 Magical Power, you cover the floor in a 90-foot sphere with ice, making it difficult terrain for everyone but you. Everyone in the sphere must roll a Strength saving throw. On a success, they break free. On a failure, they become restrained and must roll a Constitution saving throw. On a success, nothing happens. On a failure, they suffer the effects of extreme cold.

Capturing ice

At 9th level, as an action for 8 Magical Power, you force every creature within a 150-foot sphere of you to make a Dexterity saving throw. On a successful save, they take half damage. On a failed save, they become restrained in ice, taking 8d6 cold damage and needing to make a Constitution saving throw or be restrained completely in ice, unable to move or speak clearly.

Ice Secondth:Icy tundra

At 12th level,

If you've unlocked and activated your second line, you may use this.

As an action for 40 magical power. Everyone within 210 feet feels the temperature drop below 0 degrees Fahrenheit, but to you, everything still feels the same. They all must make Strength saving throws at disadvantage. On a success, they are not restrained and take half damage. On a failure, they take 26d6 cold damage and suffer the effects of extreme cold and become restrained. They continue to take the 26d6 cold damage until they pass the saving throw. To everyone other than you, this area is difficult terrain, and flying creatures cannot fly here. They must repeat those saving throws at the beginning of their turns, even if they passed, as this area lasts for 2 minutes.

Cold to the Bone

At 14th level, your ice can no longer be melted except by Black Flame, and you now have immunity to fire damage. You can also freeze liquids within 5 feet of you by touching them or walking on them if you wish. Additionally, the cold damage bypasses resistances or immunity.

Your Wand awakening is Summon Boreas God of Ice
Ice Thirds:Wintery Hell

At 20th level

You must have your wand awakened currently and have your third line activated to use this.

As an action for 100 magical power, you cast your third. Everyone within 280 feet suffers the effects of extreme cold, and everyone must make a Strength saving throw at disadvantage as they start to get encased in ice, taking 36d6 cold damage if they fail. If they fail three, they're fully encased in ice and continue to take 36d6 cold damage until 2 minutes pass or they become a frozen statue.

Word Magic[edit]

This magic allows you to manipulate the words and actions of your targets. You do so by summoning various magic letters from your book while casting your spells.

Sophina making a demon kill them self.jpg
Word Magic user forcing someone to make themselves a kebab after they threatened to do it to them
Book and Quill

At 1st level, you receive a book, and your wand looks like a quill through which your magic is conducted. As an action for 5 Magical Power, you can make a creature within 60 feet of you make a Wisdom saving throw or do what you have written down unless it causes them to harm themselves or others.

Compelling Words

At 3rd level, you can now make a creature hurt someone else that you write down, but you may not choose how it does so.

Quicker writing

At 6th level, it now only takes a bonus action for you to write down what the creature does. The range increases to 90 feet. If a creature says something, then you may force that creature to make a Wisdom saving throw or they will do whatever they said or threatened to do to someone or you to themselves, even if it ends up killing them in the process. The task will be completed.

Easy Work

At 9th level, any creature that has an Intelligence of eight or less they automatically fail the saving throw and must do whatever you wrote down.

Words Secondth:Echoing Voice

At 12th level

If you have unlocked and activated your second line, you may use this.

As an action for 40 magical power in an area of 150 feet. Everyone sees letters floating around, along with many open books, as your Book and Quill is now a free action and may be done anywhere inside the area. Creatures will now roll at a disadvantage inside it, and this lasts for 2 minutes.

Harmful words

At 14th level, you may now choose for that creature to do anything you want, including killing itself.

Your Wand awakening is Summon Mímir God of Knowledge
Words Thirds:Gods library

At 20th level

You must currently have your Wand awakened and your third line activated to use this.

As a full-turn action for 100 Magical Power in an area of 240 feet, everyone inside it must do exactly as you say. You no longer need to write; you only need to speak and say what you want them to do.

Dragons[edit]

Your magic allows you to control and transform your little pet dragon into a larger form

Hippopotamus.jpg
Dragons users Pet Dragon fully grown
Pet Dragon

At 1st level, you have a little pet dragon that always looks adorable and can fit on your shoulder. It can fly only 5 feet off the ground, and its fire breath is only a 5-foot square that deals 1d4 fire damage with a DC of 6. Its claw attack has a +1 to hit, and the damage is 1d4 - 1. Its bite attack deals no damage, and it feels like they're teething and drooling on your arm.

Training

At 3rd level, after some additional training, you can now have your dragon act completely under your control after your turn.

Evolution

At 6th level, while your Pet Dragon is in its base form, you may enter a pocket dimension and battle against a Wyvern. If you manage to defeat it, you may turn your Pet Dragon into it as a bonus action. You can only bring one ally to help you defeat it if needed.

Stronger

At 9th level, if you had defeated the wyvern, you may increase its health by 39 and its strength by 3 points, even past its stat limit.

Dragons Secondth:Wyvern Territory

At 12th level

If you have unlocked and activated your second line, you may use this.

As an action for 40 magical power. In an area of 120 feet, you summon two Wyverns under your control. You may have them do as you order, taking a bonus action to do so. They can go as far as you want them to from you, and the effect lasts for 2 minutes.

The Beast Grows

At 14th level, your Wyverns becomes even stronger. Now, you may add your proficiency bonus to its attacks and damage on top of it already adding its own, and you may add 14d10 + 78 to its hit points.

Your Wand awakening is Summon Artemis God of Wild Animals
Dragons Thirds:The Lair of the Dragons

At 20th level

You must have your Wand currently awakened and have your third line activated to use this.

As a full-turn action for 100 Magical Power, you cast your Thirds as you now summon an Anicent Red Dragon made out of pure magic, but it looks completely normal. It acts after your turn and takes no bonus action or action to command as you share a telekinetic bond with it, able to hear what it hears and see what it sees. This lasts for 2 minutes, and if it gets defeated within those 2 minutes, another one takes its place.

Magnets and Lightning[edit]

This magic allows you to summon and manipulate magnets of various shapes. It also grants you the ability to magnetize your targets. You also possess this second personal magic, which allows you to generate and control electricity. And you can combine this magic with Magnets.

Lévis using his personal magic.jpg
Magnets and Lightning using Armored-Murder Form
Repel And Attract

At 1st level, as a bonus action for 3 Magical Power, you learn your first abilities, which are Repel and Attract. They allow you to repel or attract someone or something within 30 feet. They must roll a Strength check against being repelled or attracted. On a failure, they're pushed away from you or whatever you put the effect of Repel on or pulled towards you or whatever you put the effect of Attract on. On a success, they're able to push away from what they're being pulled to or walk towards what they're being pushed from.

Magnets Ball

At 3rd level, as an action for 5 Magical Power, you create a spiked ball out of magnetic metal that you can use to attract and attack your opponent, forcing them to make a Dexterity saving throw. For each 10 feet it moves toward your target, it deals an extra 2d8 piercing damage. The magnetic ball normally deals 5d8 piercing damage and lasts for 1 minute.

Magnets Ping-pong

At 6th level, as a bonus action for 8 Magical Power, you can cast Repel on nearby walls or the surrounding area. The Magnets Ball, with a total of three of them, bounces around, forcing your opponent to make a Dexterity saving throw. With each pass, it gets faster and faster, adding an extra 4d8 for each turn it doesn't hit them. This lasts for 1 minute. If one goes 3 or more turns without hitting someone, they roll the saving throw at disadvantage. This lasts for an amount of minutes equal to your proficiency bonus.

Magnets Lightning Ball

At 9th level, as an action for 12 Magical Power, you bring out a second wand that has another personal magic that has never been seen before. You mix lightning and magnets to create a total of four electrified magnet balls. Your opponent must make a Dexterity saving throw. On a failure, they take 5d8 piercing damage and 5d8 lightning damage and must make a Constitution saving throw. On a failure, they become paralyzed. On a success, they are not paralyzed. On a success of the Dexterity saving throw, they take half as much damage and do not need to make the Constitution saving throw. This effect lasts for an amount of minutes equal to your proficiency bonus.

Magnets Lightning Secondth:Invariable Railgun

At 12th level

You must have unlocked and activated your second line; you may use this.

You activate your second; it would be powerful usually, but due to the unique magic you have, which is two Personal Magics, it's more potent than usual. As an action for 40 Magical Power, you summon a large railgun with a range of 30 feet wide and 170 feet long, firing it at your opponent, making them roll a Dexterity saving throw at a disadvantage. On a failure, they take 16d8 force damage and 16d8 Lightning damage, and they get knocked prone. On a success, they take half as much damage and aren't knocked prone. This lasts for 2 minutes.

Confinement box

At 14th level, as a bonus action, for 10 Magical Power within 60ft, you use both wands and create a black box, trapping whoever you wish inside for an amount of days equal to your Intelligence modifier + Proficiency bonus. You also create two keys that can't be damaged or broken. Anyone inside it cannot break it from the inside, and it cannot be broken from the outside either. Only the two keys can release the creature early.

Your Wand awakening is Summon Adamas God of Magnetism
Armored-Murder Form

At 20th level

You must have your Wand currently awakened and have your third line activated to use this.

As an action for 100 Magical Power, a suit of Armor appears on you, making your size be considered one more than you normally are. You are now able to force creatures you wish to be attracted to you as a free action, and you may roll attacks at Advantage against them, not allowing them to run away. Alternatively, you may use Repel to avoid their attacks as a reaction, giving them disadvantage as your armor has given you large gauntlets and claws able to do four attacks per turn that deal 12d8 + 4 bludgeoning or slashing damage. It gives you an AC of 17 + your Intelligence modifier, and the +4 is added onto your attack rolls. This lasts for 2 minutes.

Waters[edit]

Your personal magic. It allows you to summon and manipulate large quantities of water. Waters is highly versatile. It can be used for both offense and defense to great effect.

Domina blasting water.jpg
Waters user flooding a large room
Waters Pond

At 1st level, as an action for 2 Magical Power, you shoot a large beam of water at your opponent, enough to fill the floor of a room the size of 120ft. 10ft of water will cover the ground, and for every 10ft smaller the room is than 120ft, it adds an extra 10ft of water to the room, dealing 2d6 cold damage. The damage changes at level 5 to 4d6, at level 9 to 6d6, and at level 13 to 8d6. The range increases from 60ft to 90ft at level 5 and again at level 9 to 120ft.

Waters Shield

At 3rd level, as a reaction or bonus action for 2 Magical Power, you may put up a wall of pressurized water, adding your Intelligence modifier to your AC. It's strong enough to cut a rock in half, and if anyone touches it, they will take 5d6 cold damage and potentially lose a limb or finger.

Waters Prison

At 6th level, as an action for 6 Magical Power, you learn how to encase someone in a ball of water. They may try to escape it by rolling a Athletics check at disadvantage because the water inside the sphere moves in the opposite direction of the target. The range of this ability is 60 feet.

Waters Mad Lance

At 9th level, as an action for 10 magical power, you fire three beams of highly pressurized water at your opponent, making attack rolls for the four beams, each dealing 6d6 cold damage with a range of 90 feet.

Waters Secondth:Thousand Archerfish

At 12th level

You must have unlocked and activated your second line.

As an action for 40 magical power, you fire multiple high-pressure beams of water at your opponent that look like swordfish. They must make a Dexterity saving throw, and if they're in the water, they'll roll at disadvantage. On a failure, they take 28d6 + your Intelligence modifier cold damage, knocking them prone afterward. You may do this for free for 2 minutes, and the range of this is 90 feet.

Waters Narwhal

At 14th level, as a bonus action for 25 Magical Power, you create a Narwhal made of water that you control freely. You may control it as a bonus action by having it attack your opponent with a total range of 120 feet. If you're in water, roll the attack rolls with advantage. It lasts for 1 minute, and each attack deals 16d6 cold damage.

Your Wand awakening is summon Poseidon, God of Water, as your wand transforms into a water longsword capable of dealing 3d10 + Intelligence modifier one-handed or 3d12 + Intelligence modifier two-handed slashing damage.
Waters Thirds:Poseidon's Angus Inclination

At 20th level,

You must have your wand awakened currently and have your third line activated to use this

As an action for 100 magical power, For 2 minutes, you become water itself and are now immune to all types of damage except psychic. A large statue made of water of Poseidon appears behind you. If you're struck three times, Poseidon unleashes his wrath upon the one who attacked you last. A beam comes from his chest, firing a beam 30 feet wide and 150 feet long, dealing 28d6 force damage and 28d6 cold damage.

Carbo[edit]

This allows you to create and attack your targets with carbon-based attacks. You can create your carbon attacks at an alarming speed, making it difficult for your opponents to react to your attacks.

Cell war firing Carbon.gif
Carbo user using Carbo Rain
Carbo

At 1st level, as an action, for 4 Magical Power within 60 feet of you, you can fire a large, sharp piece of carbon at your opponent. On a hit, it deals 3d6 piercing damage.

Carbo Shell

At 3rd level, as a bonus action for 3 Magical Power, you may cover your skin with carbon, and it looks as though you have nothing on your skin. But once it gets hit and breaks, they'll be able to see it. With this, your AC is 14 + Intelligence modifier, and you now have resistance to non-magical piercing, slashing, and bludgeoning damage. The carbon instead becomes diamond over your skin as it becomes immunity as well as to fire and force at 14th level.

Carbo Rain

At 6th level, as an action for 5 Magical Power, you may force everyone within a 25-foot sphere to make a Dexterity saving throw. On a successful save, they take half damage. On a failed save, they take 12d6 piercing damage.

Carbo Wall

At 9th level, as a reaction for 3 Magical Power within 30 feet of you, you may create a wall of sharp spikes of carbon. Any creature that touches it takes 6d6 slashing damage.

Carbo sword

At 12th level, as a bonus action for 4 magical power, you may create a carbon sword that acts like a longsword with a +3 for attacks and damage.

Heavy Carbo Rain

At 14th level, as an action for 22 Magical Power, you use a more powerful Carbon Rain and may force everyone within a 50-foot sphere to make a Dexterity saving throw. On a failed save, they take 18d6 piercing damage and are knocked prone. On a successful save, they take half damage.

Your Wand awakening is summon Hephaestus, the God of Iron. Your wand now becomes a weapon with four blades that you can send at your opponents with a range of 40 feet. Each blade deals 4d10 + Intelligence modifier slashing damage. You may make one attack for each blade you currently have on the wand. If you send a blade to make a ranged attack, it will reattach at the beginning of your next turn.
Carbo Thirds:Black Diamond

At 20th level

You must have your wand awakened currently and have your third line activated to use this.

As an action for 100 magical power, you summon a huge piece of black diamond in the air. You hurl it down, and it affects an area of a 120-foot sphere, forcing everyone within that area to make a Dexterity saving throw at disadvantage. On a success, they take half damage. On a failure, they take 32d6 piercing damage.

Ascalon[edit]

Your Personal Magic allows you to create and control polearms. The polearms created by your magic resemble guandao, a type of Chinese polearm.

Ascalon.png
Ascalon user attacking someone with Ascalon
Ascalon

At 1st level, as an action for 3 Magical Power, you summon a polearm and launch it at your opponent. It has a range of 120 feet. You roll to attack, and on a hit, it deals 4d12 + Intelligence modifier piercing damage. It lasts for 1 minute and takes either an action or bonus action to use.

Deflective Blades

At 3rd level, as a reaction to a weapon attack, whether it's magical or not (for example, Partisan attacks), you can roll to deflect the attack with your Ascalon, as long as you have it active. You must roll higher than their attack roll to deflect it. You may do this for each creature that attacks you.

Multi Spears

At 6th level, as an action for 7 magical power, you summon five Ascalons and, within 60 feet, you fire them all in a 15-foot sphere. Everyone inside it must make a Dexterity saving throw. On a success, they take half damage. On a failure, they take 12d12 + Intelligence modifier piercing damage.

Strongest Blades

At 9th level, your Ascalon Blades have now become the most powerful blades of all, now able to power through objects such as walls, trees, or even other blades. Your Ascalons now deal triple damage to objects and can hit your target if they're hiding behind any cover. If you destroy the object they're behind and hit on your attack roll against them, then your Ascalon will hit the target.

Rapid Ascalon

At 12th level, if you've unlocked and activated your second line, you may use this as an action. For 20 magical power, you may target a 60-foot cone with your Ascalons. Everyone inside it must make a Dexterity saving throw or take 26d12 + Intelligence modifier piercing damage.

Large Ascalon

At 14th level, as an action for 26 Magical Power, you summon a large Ascalon from the sky, targeting a 60-foot-wide sphere. Everyone inside it must make a Dexterity saving throw. On a successful save, they take half damage. On a failed save, they take 34d12 damage.

Your Wand awakening is Summon Athena God of Combat as your wand now becomes a Halberd able to do four attacks that deal 6d8 + 4 + Intelligence modifier slashing damage and + 4 to your attack rolls
Ascalon Thirds:Gigantomachia

At 20th level

You must currently have your Wand awakened and have your third line activated to use this.

As an action for 100 Magical Power, you call upon the God of Combat, Athena, as you now unleash relentless attacks against your opponents, able to do a 150-foot cone of slicing wind four times. As a roll-to-hit attack, on a hit, it deals 40d12 + Intelligence modifier slashing damage. This lasts for 2 minutes.

Transparamency[edit]

Your personal magic allows you to turn objects or living beings invisible. You're able to make your thrown weapons look like they appear inside your enemies in order to confuse them and attack them off-guard. You're also capable of using objects that you turned invisible as shields to unexpectedly protect yourself from incoming attacks.

Famin disappearing.png
Transparamency sneak attacking someone
Disappearing

At 1st level, you learn your personal magic, which is to make things turn invisible. As an action, for 2 Magical Power, if you touch something like an arrow and attack with it, you may do so at Advantage. It remains invisible until it hits something or a minute passes. You can see where the item is still once it's invisible.

Vanish

At 3rd level, you learn how to make yourself invisible. Now, as a bonus action, for 4 magical power, it lasts 1 minute until you cast a spell or attack or get attacked. But your Personal Magic won't make you visible if you use it.

Disappearing Act

At 6th level, you don't need to touch the items to make them turn invisible. Now you only need to be within 60ft of them and can see them.

Troupe magic

At 9th level, you can now turn as many creatures as your Intelligence modifier plus your proficiency bonus invisible. The range is 90 feet, and they have to stay within 90 feet to remain invisible.

Transparamency Secondth:Out of sight

At 12th level

If you've unlocked and activated your second line, you may use this

As an action for 40 magical power. You make everything and whichever creatures you want, and as many creatures as your Intelligence modifier + proficiency bonus, completely invisible. Even if they have true sight, they still cannot see anything, which includes you, their gear, their weapons, and so on. This lasts for 2 minutes. Any attack you or your allies do is at advantage, and saving throws and any attack the creatures you haven't chosen do is at disadvantage, and any saving throws they do is at disadvantage.

Lasting Disappearance

At 14th level, even if you attack while invisible, you remain invisible, now including the creatures you turned invisible. There is no longer a 90-foot range for those you turned invisible; they may go as far as they want and remain invisible. Only you can see where the things you turned invisible are now; not even those with true sight can see them.

Your Wand awakening is Summon Decius God of Games
Transparamency Thirds:Decius Inclination

At 20th level

You must have your Wand currently awakened and have your third line activated to use this.

As a bonus action for 100 Magical Power, you summon a large, clown-like figure behind you. It completely erases your presence as well as any creatures you choose within 190 feet. You don't make any noises now, and if you were to talk, it would sound like it's coming from every direction. Any attack you do now is an automatic hit, including ones requiring saving throws. While the creatures you chose have advantage, the creatures you're attacking cannot attack you back. However, they may attack your allies at disadvantage, and their saving throws are also at a disadvantage. This lasts for 2 minutes.

Mirage[edit]

With this Personal Magic, you can mirror your movements to create mirror duplicates of yourself to attack your enemies off guard.

Doom making mirror images.png
A Mirage user creating a mirror image to confuse his opponent
Unconventional

At 1st level, you receive a greatsword that is a +2 greatsword. Your strength allows you to also throw it, using it as a ranged weapon attack with a total range of 90 feet. You can call it back as a bonus action. Instead of using your Strength modifier, you use your Intelligence modifier + Proficiency bonus to hit.

Mirage

At 3rd level, as a bonus action for 3 Magical Power, you create a mirror of yourself identical to the real you, but others may roll an Investigation check against your Magical Power DC to see which is the real one. On a pass, you roll normally to attack. On a failure, you roll to attack with Advantage.

Multiple weapon

At 6th level, when you throw your weapon as a free action for 3 Magical Power, you may use Mirage on it and create a mirror image of it. You'll roll with advantage when you roll for the attack if you beat their passive Perception on a sleight of hand check.

Harder to Spot

At 9th level, your Mirage is now getting better and better. Now, anyone rolling an Investigation check against your Mirage must do so at disadvantage.

Mirage Secondth:Collideoscopes

At 12th level

If you've unlocked and activated your second line, you may use this

As an action for 40 magical power within an area of 90 feet. There are countless versions of your sword now, and any attack roll you do is at advantage now. Any hit is a critical, adding an extra 4d12 to your sword's damage dice. You need to roll at least an 18 to hit a critical. If you hit on an 18 or higher, instead of doubling the damage, you instead quadruple either the damage or the dice (depending on how your DM runs it). This lasts for two minutes.

Even More Mirages

At 14th level, as an action for 12 Magical Power, you can now create four mirages of yourself and anyone else. Anyone rolling an investigation check to figure out which is real will have their DC increased by your Intelligence modifier again.

Your Wand awakening is Summon Freyja God of Bounty
Mirage Thirds:Hundred Avatar Mirage

At 20th level

You must have your Wand currently awakened and have your third line activated to use this.

As a full-turn action for 100 Magical Power, you begin to create an amount of yourself equal to your Intelligence modifier × 2 + Proficiency bonus. Each of these versions of you is as real as you are, each having an AC equal to your own and 30 hit points. You may roll with advantage, and you also gain an extra attack along with an extra 6d12 to your Sword's damage. You only need to roll a 15 to hit a critical, and those other versions of you all get their own attack as well and go after your turn. At the beginning of your turn, if one gets destroyed, another takes its place. This lasts for 2 minutes.

Sounds[edit]

Your personal magic. It creates music notes of various different properties, such as exploding or shielding ones. You can also use your magic to create music notes that can cushion your fall. In addition to music notes, you can summon various musical instruments such as a piano.

Sounds Fa.gif
Sounds user hitting someone with Sounds Fa
Shiver Sounds

At 1st level, as a bonus action for 3 magical power, you produce a ringing sound that forces your target to make a Wisdom saving throw or be paralyzed for 1 minute. You may also summon various musical instruments for no magical power. For 1 magical power, you can hear a musical note from everyone within 60 feet, sounding like a note from the scale Do-Re-Mi-Fa-Sol-La-Ti-Do. This allows you to know the level of everyone within that 60-foot radius.

Howling Sounds

At 3rd level, as an action for 5 Magical Power, you create multiple musical notes that can explode. You may choose what sounds would make them explode, whether it is talking or footsteps. The choice is yours. You can create them within 60 feet of you, and the explosion range is 15 feet. The range of the sound that sets off the explosives is 15 feet to 5 feet. You may choose which and when it is set off. You force whoever it is to make a Dexterity saving throw. On a success, they take half damage. On a failure, they take 4d10 fire damage. You may create as many as your Intelligence modifier.

Sounds shield

At 6th level, as a reaction for 3 magical power, you may use sound waves to shield yourself, adding your Intelligence modifier to your AC. You may also use sounds to cushion a fall equal to 15 feet times your Intelligence modifier. If the distance is more than the amount you fell, you take no damage.

Sounds Fa

At 9th level, as an action for 10 Magical Power, you create a fist out of sound that attacks your opponent. Since it's made of sound, there's no way to counter it through normal means. This means that even if your opponent is behind any type of cover or wall, it will go through and hit them. You roll to attack with advantage, and it deals 16d10 psychic damage.

Sounds Re, A Drop of Golden Sun

At 12th level, as an action for 12 Magical Power, you force everyone inside a 60-foot cone to make a Wisdom saving throw. On a success, they take half damage and aren't deafened. On a failure, they take 18d10 psychic damage, become deafened, and if they haven't noticed you, they do so at disadvantage.

Sounds Metamorphose

At 14th level, as a full-turn action, you become a younger version of yourself. Because of this, your true magical power comes forth. You can now move at the speed of sound just by snapping your fingers. Your movement speed is now 320 feet. As a reaction, you may move anywhere within that speed without causing enemies to make opportunity attacks. You gain a number of reactions equal to your Intelligence modifier + proficiency bonus. Your personal magic saving throws are made at disadvantage, and your personal magic attack rolls are made with advantage. You add damage dice to your personal magic equal to your Intelligence modifier. This lasts for 1 minute. Afterward, you suffer 5 points of exhaustion.

Sounds Secondth:Death Gong

At 20th level, if you've unlocked and activated your second line, you may use this for 30 Magical Power. You summon a large bell that will ring within 1 minute of being summoned, forcing every creature that hears it, other than you, to be knocked unconscious, even creatures that normally cannot be knocked unconscious. This lasts for an amount of hours equal to your Intelligence modifier + Proficiency bonus. The range of this is 6560ft, and all your Personal Magic now costs half as much Magical Power in the area of the Death Gong.

Bounds[edit]

Your personal magic allows you to share all the damage and pain you receive with a designated target. Combined with the Healing Cane, it allows you to hurt your opponents off guard by attacking yourself

Goddess statue.jpg
Bounds user with the Goddess statue behind him
Shared Pain

At 1st level, as a bonus action, you may choose one creature that you can see within 90 feet to share your pain with. Whenever you take damage, the creature takes the same amount, bypassing resistance and immunity. If this creature leaves your sight, you must pick a new one.

Healing Cane

At 3rd level with this new healing cane, whenever you share the damage with another creature, you have a health pool of half your maximum hit points before it starts to take from your hit points. Now you no longer feel the pain you take with this health pool active.

Deeper pool

At 6th level, the wellspring you draw from has grown further now, as it's now equal to your maximum hit points. Any time your hit point pool reaches half, a goddess statue appears behind you and starts to attack with your magical power roll to hit your opponent with syringes that have the reach property. It can throw them a range of 60ft-120ft, and it can attack this way three times. It deals Xd8 + your Intelligence modifier radiant or necrotic damage. The X is an amount equal to your proficiency bonus, and it goes before you and attacks the creature that last attacked you.

Always Shared

At 9th level, you no longer need to see the creature you're sharing pain with. The range has also been extended to 180 feet. Even if you don't see them, they still share the pain and now they also take on the conditions you're suffering from.

Pain Subsiding

At 12th level, you begin to forget what it even feels like to be hurt, as now your health pool is double your maximum hit points.

Fuzzy memories

At 14th level, you have almost forgotten what it's like to feel pain, questioning if you've even ever been hurt before. The pool is now five times your maximum hit points. Any conditions you have that get shared with another creature now only affect that creature.

Pain Long forgotten

At 20th level, you've long since forgotten what pain even is, as you don't ever remember being hurt. Now, the pool is 10 times your maximum hit points.

Stone Magic[edit]

This magic allows you to manipulate and create stone. You can create stone hands and a large stone head to attack your targets. You can also transform other humans into stone, effectively turning them into statues.

Stone head.png
Stone Head about to bite someone
Stone Hands

At 1st level, as an action for 3 Magical Power, you can summon one large stone hand. You may control it as a bonus action for 1 minute and attack with it. It deals 2d8 bludgeoning damage, which becomes 4d8 at level 5 and 6d8 at level 9.

Stone Head

At 3rd level, as an action for 4 Magical Power, you summon a stone head out of the ground to bite down on your opponent, forcing them to make a Dexterity saving throw. On a success, they take half damage. On a failure, they get bitten and chewed by the stone head. It initially deals 3d10 bludgeoning damage and continues to deal that damage while it chews on the opponent. They may make a Strength saving throw at the beginning of their turns until they succeed or until 1 minute passes and it crumbles apart.

Grasping Stone

At 6th level, as a bonus action for 6 Magical Power, you may make a grapple check against the target. If they succeed, they get away, but on a failure, they take 3d10 bludgeoning damage. You may then slam them against the floor, dealing 5d6 bludgeoning damage. They may repeat the grapple check at the end of their turns.

Multiple Stone Hands

At 9th level, as an action for 7 Magical Power, you may form four stone hands and attack with them. This only requires one attack roll, dealing 7d8 bludgeoning damage.

Brief Petrification

At 12th level, as a bonus action for 14 Magical Power, you may petrify one limb of a creature for an amount of rounds equal to your Intelligence modifier. You must roll a d4 to see which limb it is:

  • 1: Right leg
  • 2: Left leg
  • 3: Right arm
  • 4: Left arm
Petrification

At 14th level, as an action for 24 Magical Power, you may spend two hours focusing on one creature and turn them into a statue in the same way Prismatic Wall does. If you do this on another creature, the initial one petrified is freed unless the statue was destroyed.

Stone Secondth:Stone Guardian

At 20th level

If you have unlocked your second line and activated it, you may cast this

As a bonus action for 50 magical power. You may summon a 20-foot-tall stone guardian with the same stats as a stone golem, except it can make four attacks with an additional 100 hit points, and it lasts for 2 minutes.

Mudorus[edit]

You have the ability to create and transform things into mud. You can create muddy environments on surfaces. You can also create mud clones of yourself.

Wirth attacking with mud.gif
Mudorus user summoning Mudoro Devilus
Burst

At 1st level, as an action for 2 Magical Power, you may wrap mud around your opponent's legs, making them do a Strength saving throw. On a pass, they break free, but on a failure, they become restrained, and you fire multiple balls of mud at them with a range of 60 feet. As the mud is as hard as a cannonball, you roll to attack with advantage if they failed the Strength saving throw (and normally if they passed). This deals 4d4 bludgeoning damage.

Mud spikes

At 3rd level, as a bonus action for 6 Magical Power, you can make mud spikes appear out of the ground around your opponent, forcing them to make a Dexterity saving throw. On a failure, they take 6d4 piercing damage and become restrained. On a success, they take half damage, and its range is 60 feet.

Mudorus hole

At 6th level, as a reaction for 4 Magical Power, if you get knocked prone, forced against a wall, or fall from any height, you may sink into a mud hole. While inside, any spells against you are made at disadvantage, and saving throws are done at advantage. You may stay inside it for an amount of turns equal to your Intelligence modifier + Proficiency bonus, but any attack rolls you do will be at advantage (but saving throws will be the same). You may appear anywhere within your movement speed from the mud. If you do this while falling, you take no fall damage.

Mudorus Clones

At 9th level, you learn how to create mud clones of yourself that look exactly like you. As an action, for 8 magical power, you can create a total of 6 of them. They each have an amount of hit points equal to the amount of magical power spent times your proficiency bonus. They last 1 minute, but they cannot use your spells.

Hardened Mud

At 12th level, your mud is now much denser, as being inside the Mudorus Hole grants you resistance to all damage.

Mudorus Pits

At 14th level, while inside the Mudorus Hole, you are now immune to any type of damage except for psychic damage.

Mudorus Secondth:Mudoro Devilus

At 20th level

If you have awakened your second line, you may use this

As an action, for 50 magical power, you can summon a large creature made of mud with a goat's head behind you. You may control it as a bonus action. It can attack a total of three times and lasts for two minutes. This creature has 270 hit points and deals 6d8 + 5 force damage and has a +12 to hit. It is immune to nonmagical bludgeoning, piercing, and slashing damage and has resistance against magical bludgeoning, piercing, and slashing damage, as well as immunity to force, poison, acid, and psychic damage. It is also immune to the conditions charmed, paralyzed, poisoned, exhaustion, frightened, blinded, deafened, incapacitated, and unconscious.

Acceleraise[edit]

You can create blue-colored arrows that you can step on to boost your speed, allowing you to instantly travel a greater distance.

Abyss using Acceleraise.gif
Acceleraise user using Acceleraise
Speed boost

At 1st level, you receive a longsword. In the handle, there is a slot for your wand, so you may cast spells while wielding it as well as make an extra attack with it. You also receive an extra 20 feet of movement speed, which increases to 25 feet at level 5, 30 feet at level 9, and 35 feet at level 13.

Evil Eye

Additionally, at 1st level, you were born with the Evil Eye, as most people will fear or hate you for even being born with it. In a 75-foot cone wherever you are looking, you create an Antimagic Field. It cannot be deactivated and can even deactivate other Antimagic Fields unless the eye is hidden underneath something such as an eyepatch. Effects such as blindness or not being able to see won't affect it, of course, as this also affects personal magic unless the personal magic has already been cast. Then it will continue until the duration is up. At 14th level, it increases to 150 feet.

Acceleraise

At 3rd level, you learn how to use your magic. As a free action, you may spend 2 Magical Power to increase your speed further. It doubles, and you receive an additional attack action to attack with your sword. You roll to attack with advantage. You must spend 1 Magical Power at the beginning of your turn to keep this effect active. Your movement speed will add 15ft each turn you have it active.

Acceleraise Boost

At 6th level, as a bonus action, two Magical Power allies within 15 feet of you may receive the effects of Acceleraise now, and you may disengage and dash as a bonus action now.

Further Speed

At 9th level, your Accelerate has become faster now, increasing your movement speed fourfold.

Slowing Arrow

At 12th level, as a bonus action, for 2 Magical Power, you learn how to invert your Acceleraise, being able to slow down the target you choose within 30 feet of you. Their movement speed is now only 1/3 its original speed.

Blinding Speeds

At 14th level, as a free action, you now receive two more attack actions and two additional attack actions with Acceleraise, and your movement speed is now eight times your movement speed.

Acceleraise Secondth:Force Field

At 20th level,

If you've unlocked and activated your second line, you may use this

For 50 magical power as a bonus action. A force field ranging 240 feet surrounds you and every creature in the area, giving you their movement speed, leaving them with only 5 feet unless you choose not to take their speed. You may use Acceleraise with this newfound speed you have, and the creatures inside it roll to attack at a disadvantage and make Dexterity saving throws at a disadvantage.

Marioness[edit]

Your personal magic allows you to turn humans into dolls you can control. You can also summon strings to manipulate the movements of your target. The strings are also quite powerful as a normal human can't resist them. Your human puppets, however, may keep any damage or injury they received beforehand in their puppet form. In addition to your human puppets, with your magic, you command a great number of regular puppets, some of which are filled with highly corrosive acid, along with puppet warriors that boast more power.

Abel controlling puppets.gif
Marioness user using Harm Puppet
Marioness Change

At 1st level, as a bonus action for 5 Magical Power, if you touch an unwilling creature as an action, you may force them to make an Intelligence saving throw. On a failure, they become a puppet you control for 1 day. You may control as many puppets as your Intelligence modifier + Proficiency bonus, and it takes your bonus action to control them. At 12th level, they become your puppet for one week, and at 19th, they become your puppet for a month.

Marioness Liberation

At 3rd level, you are able to stop controlling all of your puppets. As a bonus action, you may release all of your puppets. You no longer need to spend your bonus action to control them it is now a free action unless they are complicated actions, in which case it will be a bonus action.

Puppet creation

At 6th level, as an action for 10 magical power, you may create as many puppets as your Intelligence modifier within 15 feet of you, each filled with acid. They each have an armor class of 14 and hit points of 22, and the damage they deal is 3d6 + 3 magical bludgeoning damage with a +5 to hit. When one reaches 0 hit points, every creature within 5 feet of one destroyed must make a DC 15 Constitution saving throw or take 2d8 acid damage. The puppets are immune to acid, poison, thunder, and psychic damage and are immune to the conditions charmed, paralyzed, poisoned, exhaustion, frightened, petrified, blinded, deafened, incapacitated, and unconscious.

Puppet Strings

At 9th level, as a bonus action for 6 Magical Power, you can use Puppet Strings to control more than just your puppets. Now, you can also control living beings of equal CR or lower if they're within 60 feet of you. You may force them to make a Perception check. On a success, they notice the strings and roll normally. On a failure, they roll a Strength saving throw at disadvantage. On a success, they get free of the strings. On a failure, you may control them however you want. They may retake their Strength saving throw at the end of their turns.

Puppet Warriors

At 12th level, as an action for 16 Magical Power within 30 feet, you can create a total of twice your Intelligence modifier + Proficiency bonus. The puppets' AC is now 14 + your Intelligence modifier, their hit points are now 42, and their damage is now 4d8 + 4 magical bludgeoning damage. They can make two attacks each with a +8 to hit and have 45 feet of movement. Additionally, they have resistance against nonmagical bludgeoning, piercing, and slashing damage and are immune to poison, thunder, and psychic damage and the conditions Charmed, Paralyzed, Poisoned, Exhaustion, Frightened, Petrified, Blinded, Deafened, Incapacitated, and Unconscious.

Thinner and Longer Strings

At 14th level, your strings have increased in length and become thinner and harder to detect. The DC for the Perception check for Puppet Strings adds your Proficiency bonus twice, and they roll at a disadvantage. The range becomes 120 feet.

Marioness Secondth:Harm Puppet

At 20th level

If you've unlocked and activated your second line, you may use this.

As an action For 50 Magical Power, you create a Huge-sized puppet in front of you that you can use to cast Marioness Change to every creature within 180 feet of your choice. As a bonus action, you may control it as it can go a total of 380 feet from you. It has an AC of 18 + Intelligence modifier and can attack a total of 5 times with a +14 to hit. The damage is 10d8 + 8 bludgeoning damage. It has 340 hp with a movement speed of 50 feet, 50 feet climbing, and immunity to Thunder, Necrotic, Poison, Psychic, Acid, and nonmagical bludgeoning, piercing, and slashing damage. It is also immune to the conditions Charmed, Paralyzed, Poisoned, Exhaustion, Frightened, Petrified, Blinded, Deafened, Proned, Stunned, Incapacitated, and Unconscious. This lasts for 2 minutes.

Graviole[edit]

Graviole is a magic that allows you to increase gravity at will, making it impossible for any normal human to withstand. The gravitational forces Graviole creates can be precisely controlled

Lance using Graviole.gif
Graviole user using it to level a large part of a forest
Graviole

At 1st level, you learn how to manipulate gravity, able to force something to be pushed down and slowed down as an action. For 2 Magical Power, you can target a 15-foot sphere within 60 feet, forcing the creatures inside there to make a Strength saving throw. On a failure, they lose their reaction, and their movement speed costs twice as much to move within the 15-foot area. They also take 2d8 force damage. On a success, they take half as much damage and keep their reaction.

Stronger Graviole

At 3rd level, your gravity magic becomes stronger. You can force them to make a Strength saving throw, and on a failure, they are knocked prone instead. It still takes twice as much movement to move within it, and they take 5d8 force damage. On a success, they take half damage and are not knocked prone.

Selectional Graviole

At 6th level, you may now choose an area as small as 1 inch to a 90-foot sphere within 90 feet. Now, you are able to deal 8d8 force damage. For each 5 feet you shorten the area, you add 1d8 force damage to your Graviole, limited to half your Intelligence modifier, rounded down. At level 13, this becomes your Intelligence modifier plus half of your proficiency bonus, rounded down.

Controlling Graviole

At 9th level, you're able to throw objects to the sides and upward now as well. If you pin someone to the wall, they'll be considered restrained now instead of prone. Graviole only takes a bonus action now.

Graviole Secondth:Torture Pole

At 12th level

If you've unlocked and activated your second line to use this.

As an action for 40 magical power, you may use this as multiple poles appear around a sphere of 150 feet, and anything within it that you choose will have to make a Strength saving throw at disadvantage. On a failure, they take 22d8 force damage and are considered restrained. Now, any Strength saving throw is at disadvantage, and any Dexterity saving throws they fail automatically. This lasts for 2 minutes.

Graviole Chain Epicurus

At 14th level, as an action for 30 Magical Power, you send multiple waves of gravity upon your chosen target within 90 feet, and it's a 30-foot sphere, forcing them to make four Strength saving throws. If they fail one, they will roll at a disadvantage for the other Strength saving throws. On a failure, they take 15d8 force damage and become prone. On a success, they take half as much damage and will no longer be prone.

Your Wand awakening is Summon Nemesis God of the Stars
Graviole Thirds:Nemesis Inclination

At 20th level

You must have your Wand currently awakened and have your third line activated to use this.

As an action for 100 Magical Power within 240 feet, a large figure appears behind you and creates what looks like black holes with alternating gravity waves, forcing everyone of your choice to make a Strength saving throw at disadvantage. On a failure, they take 32d8 force damage and become paralyzed or restrained. On a success, they take half as much damage and are prone instead. This lasts for 2 minutes.

Explomb[edit]

This magic creates exploding fireballs. The magic is highly destructive in nature, and its explosiveness can be used in various ways.

Dot using Explomb.gif
A user of Explomb showing its destructive power
Explomb

At 1st level, as an action for 4 Magical Power, you can shoot a miniature explosion that looks like exploding fireballs. You may roll to attack using one, the range of which is 60ft. When one hits, it deals 2d10 fire damage and double damage to objects and structures.

Machinegun Explomb

At 3rd level, as an action for 7 Magical Power, you fire multiple Explombs at your opponent, forcing them to make a Dexterity saving throw. On a failure, they take 3d10 fire damage. On a success, they take half damage.

Explomb Bomb

At 6th level, as a bonus action for 14 Magical Power, you may place down time bombs within 30 feet of you that last for as long as 1 minute to 1 round. The range of one is a 15-foot explosion, and you may place down as many as your Intelligence modifier + Proficiency bonus. Creatures who don't know it's a time bomb must make a Dexterity saving throw at disadvantage, but those who do roll with advantage. One time bomb deals 5d10 fire damage.

More Destruction

At 9th level, your Explomb becomes more destructive than it was before, capable of dealing four times the amount of damage to objects and structures.

Land Mines

At 12th level, as a bonus action for 20 Magical Power, you can create a variation of Explomb Bomb. Instead, if they step on it, it will set off. These bombs are invisible and cannot be seen by the naked eye. You can have an amount equal to half your Intelligence modifier + proficiency bonus at the same time. They last 1 hour, and you may place them down anywhere within 15 feet of you. They deal the same amount of damage as Explomb Bomb.

Big Explomb

At 14th level

If you have unlocked your second line and activated it,

as an action for 28 magical power, you cast Big Explomb as you summon a large explosion above you before it hurls down to your opponent. You may target someone within 120 feet, exploding into an area of 40 feet. Everyone in that area must make a Dexterity saving throw. On a failure, they take 12d10 fire damage. On a success, they take half damage.

Your Wand awakening is Summon Vulcanus God of Explosion
Explomb Thirds

At 20th level

You must have your Wand currently awakened and have your third line activated to use this.

As an action for 100 Magical Power, you activate your Thirds. You'll receive two large gauntlets in the shape of crosses on your arms, each able to fire twice per action, adding a +4 to your attack rolls. Its range is 180 feet, and the damage it'll do is 16d10 fire damage. It lasts for 2 minutes.

Changeas[edit]

Your Personal Magic swaps the positions of designated targets. This magic can potentially heal injuries. You can also use your magic in combat. By casting Changeas in the right timing, you can effectively counter attacks of multiple enemies by swapping their places to make them hit each other.

Changeas swapping two people.gif
Changeas swapping two people
Changeas

At 1st level, you learn about your magical power, which is Changeas. As an action for 2 magical power, you can swap the places of you and anyone you see within 60 feet of you.

Quick swap

At 3rd level, you learn how much easier it is to swap people around, as it now takes only a bonus action to swap places.

Further Changes

At 6th level, you can now swap places within 90 feet of you, and enemies will have to make a Wisdom saving throw or lose their reaction.

Improved Abilities

At 9th level, you take a weak and simple ability to something better. When targeted by an attack or spell, you can swap places as a reaction, forcing whoever you swapped with to take the attack or spell, depending on what type it is. If someone tries to melee attack you and you swap with them, they miss the attack and won't hit you. An example is Sands and Flame Magic won't hit their caster. You no longer need to see them, just know the location of where the person or object is.

Saving Grace

At 12th level, you can now swap your allies or yourself with objects that you can see within 120 feet of yourself as a bonus action.

Changeas Once Again

At 14th level, you can now swap the places of people or objects within 150 feet of you as a free action or a reaction.

Changeas Secondth:Butterfly Sanitatem

At 20th level

You must have awakened and have your second line activated to use this.

For an action and 100 Magical Power, you summon a large butterfly-themed entity that you can use to heal your allies with. It has a range of 260ft and shares the magic used in the Secondth with them. It lasts for two minutes, and at the beginning of your allies' turns, they get healed to their maximum hit points. It lasts for 2 minutes and has a maximum hit point pool of 2,000 to heal your allies with.

Darkness[edit]

This Magic allows you to manipulate darkness, which returns everything it hits to the void, effectively erasing its targets from existence. It's stated that it is impossible to counter it directly with magic. However, Lights appears to be a natural counter to it. Spaces may counter it by sending it to a different location

Adam using Dark Snake.gifDark snake Source [1]
Design note this is intentionally OP, so ask your DM if you may use this
Dark Snake

At 1st level, as an action for 6 Magical Power, you create a snake out of Darkness with a range of 60ft. Rolling to hit, you attack your opponents. On a hit, you send them to the void. If you miss, whatever you hit is instead sent to the void.

Dark Impact

At 3rd level, as an action for 10 Magical Power, you fire a beam of darkness with a range of 90 feet and a width of 15 feet at your opponent. Make a ranged spell attack. On a hit, the target and whatever is in the line are sent to the void. On a miss, anything along the line is still sent to the void. If the attack roll would have hit a creature, it is also sent to the void.

Dark Snake Double

At 6th level, as an action, for 12 Magical Power, you create two dark snakes that can now attack within 90 feet. You can now target one snake to one target and the other to a separate target. On a hit, it will send its target to the void.

Dark Impact Absol

At 9th level, as an action for 14 Magical Power, you fire a more powerful version of Dark Impact. It's a 30-foot-wide and 150-foot-long line, and anything that comes into contact with it will be sent to the void.

Dark Tremendos

At 12th level, as an action for 20 Magical Power, you summon a large sphere of darkness with a range of 180 feet. It affects an area of a 60-foot sphere, and everything it hits within that sphere is sent to the void. It's a Dexterity saving throw. On a success, they take 22d10 necrotic damage, able to bypass resistances and immunity. On a failure, they are sent to the void.

Darkness Basket

At 14th level, as an action for 24 Magical Power, you summon a large figure holding a basket as it dumps out darkness from the basket. You choose a target within 250 feet, and everything it comes in contact with is sent to the void.

Your Wand awakening is Summon Lucifer God of Darkness
Darkness Thirds:Divine Punishment

At 20th level

You must have your Wand currently awakened and have your third line activated to use this.

As an action for 100 Magical Power, you summon a giant six-armed entity that forms a colossal sphere of darkness. It acts directly after your turn and can cast a large orb of Darkness capable of being as small as 60 feet to 175,000 feet. It hurls the orb down, taking a minute for it to hit the ground, forcing everyone to make a Dexterity saving throw at disadvantage. On a success, they take 58d10 Necrotic damage, bypassing immunities or resistances. On a failure, everything inside the orb and everyone who failed the saving throw is sent to the void. This entity lasts for 2 minutes.

Spaces[edit]

Your personal magic allows you to control space itself. You can also transport people.

Spaces erasing someone.gif
Spaces user cutting out space to teleport himself somewhere else
Design note this is intentionally OP, so ask your DM if you may use this
Wand Nails

At 1st level, you have four nails floating around your wand, capable of cutting out space and effects or body parts for an action, sending that effect or body part to a separate location within 120 feet for 1 minute, as your nails have a range of 60 feet.

Spaces Bout

At 3rd level, as a bonus action or reaction for 4 Magical Power, you can use your wand to cut out a section of space, allowing you to teleport others, yourself, objects, or spells within a 30-foot square. The range of this ability is 150 feet, and you must have seen and be able to picture the location or be able to see it currently. Alternatively, you can use this ability to deal damage and sever limbs, sending them anywhere within 150 feet. On a hit, you deal 6d12 force damage. If you choose to sever a limb, the effect lasts for 1 minute, after which the limb will return and function normally.

Further Nails

At 6th level, the nails around your wand have increased in power and can now deal 3d12 damage. The range of the nails has also increased to 180 feet, and you can now send them up to 240 feet away.

Spaces Sacrifice

At 9th level, as an action for 9 Magical Power, you effectively erase anything, even spells, within a 40-foot square that goes in a line of 150 feet, forcing them to make a Dexterity saving throw. If they succeed, they take 12d12 force damage, but on a failure, you erase their existence.

More Space

At 12th level, you have increased the level of your Personal Magic, now adding 5ft times your Intelligence modifier to the range and width of your Personal Magic attacks.

Greater Space

At 14th level, your power has nearly reached its peak. Now, you add a number of dice to the damage you deal equal to your Intelligence modifier multiplied by your Wisdom modifier.

Your Wand awakening is Summon Uranus God of Sky
Spaces Thirds:Uranus Inclination

At 20th level

You must have your wand awakened currently and have your third line activated to use this.

As a full-turn action for 100 magical power, you summon a giant robotic entity with the ability to erase all within the space of 350 feet. Even if you are killed, it will continue to exist and force your opponents to make a Dexterity saving throw at disadvantage. On a success, they take 50d12 force damage, and on a failure, they are erased. This lasts for 2 minutes.

Timez[edit]

This magic allows you to manipulate time in various ways. You can accelerate, slow down, and you're even able to stop time for those around you, allowing yourself and targeted people to move freely. Most impressively, you can even reverse time and nullify taken actions, such as Thirds spells. Additionally, you're capable of covering your entire body with your time magic, aging any living being even those not able to be aged magically that touches you by a hundred years.

Innocent Zero stopping time.gif
Timez User stopping time
Design note this is intentionally OP, so ask your DM if you may use this
Timez Rewound

At 1st level, as a bonus action for 6 Magical Power, you can make anything or anyone forcibly age 100 years, or you can coat your body with this spell so that anyone who touches you or anything you touch ages 100 years. The spell will surround your body for 1 minute.

Timez Snakes

At 3rd level, as a bonus action for 10 Magical Power, you can create three giant snakes imbued with time magic. As a bonus action, you can control all three simultaneously. If one attacks and hits the target, it forcibly ages 100 years. The stat block for each snake is as follows: 37 hit points, AC 12 + your Intelligence modifier, Str 16, Dex 18, Con 16. The snake automatically passes any Wisdom, Intelligence, or Charisma saving throw and is immune to Psychic, Necrotic, Poison, and the conditions Charmed, Frightened, Grappled, Paralyzed, Incapacitated, Poisoned, Restrained, Prone, Stunned, and Unconscious. It has resistance to nonmagical bludgeoning, piercing, and slashing damage and a +4 + your Proficiency bonus to hit, dealing 5d10 Necrotic damage that bypasses resistances and immunity. These snakes can move up to 120 feet away from you. At level 9, their health increases to 111, and they become immune to nonmagical bludgeoning, piercing, and slashing damage. At level 16, their health increases to 222.

Timez Dial

At 6th level, as an action or reaction, for 8 Magical Power, you create a clock dial that spins in a circle within 30 feet of you. Rolling to hit everyone inside it, if you do hit them, they take 8d10 necrotic damage, able to bypass resistances and immunity.

Timez Stop

At 9th level, as a bonus action or reaction for 20 Magical Power, you can create a 60-foot dark sphere around you that stops time within it for everyone except you for an amount of minutes equal to half your Intelligence modifier.

Timez Unmove

At 12th level, as an action for 28 Magical Power, a red glow appears around your index finger. It expands, reaching everywhere, and stops time for an amount of minutes equal to your Intelligence modifier. While time is stopped, you are able to do whatever you wish. You may choose as many creatures as your Intelligence modifier to be able to move within the stopped time. Your Time Snakes may move within the stopped time automatically. You may also reverse time for an amount of minutes or less equal to half of your Intelligence modifier, rounded up. You may only affect creatures of your choice, with a limit equal to your proficiency bonus. However, their injuries and amount of Magical Power spent will remain the same if you do it this way. And you will retain your memories from any time you rewind; this also applies to your Thirds.

Timez Rate

At 14th level, as a bonus action for 18 Magical Power, you slow down a creature to 1/100th of its original speed, as everything it does takes 5 rounds to do one action or bonus action and 2 rounds to use one reaction.

Your Wand awakening is Summon Chronos God of Time
Timez Thirds:Timez Rewind, Return Force

At 20th level

You must have your Wand currently awakened and have your third line activated to use this.

As a bonus action for 100 Magical Power, you summon a giant clock that can turn back time an amount of hours or minutes equal to your Intelligence modifier plus your Proficiency bonus. You may keep doing this until your Thirds disappears, capable of healing yourself or reversing the spells you cast, returning your Magical Power that you had spent in the amount of time you reversed. However, if you were in a fight and used this, your opponent would be healed and would have their Magical Power or anything they spent returned. Your Thirds has a second ability, which is the ability to rewind time and return the time of selected targets. You may choose as many as you want, as it won't disrupt the flow of time, effectively reviving or healing them. This lasts for 2 minutes.

Divine Visionary Spell List[edit]

You know all of the spells on the basic Divine Visionary spell list and additional spells based on your subclass.

Cantrips

Magic Hand, Mending, Minor Illusion, no Magical Power

1st level

Comprehend Languages, Cure Wounds, Detect Good and Evil, Detect Magic, Identify, Purify Food and Water, and Illusory Script, 2 Magical Power to use

2nd Level

Darkness, detect thoughts, calm emotions, levitation, find traps 4 magical power to use.

3rd Level

Major image, sending, bestow curse, remove curse 6 Magical Power to use

5th Level

Greater Restoration, Telekinesis, Teleportation Circle 10 Magical Power to use

7th Level

Resurrection, Mirage Acana, Simulacrum, Project Image 14 Magical Power to use

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Divine Visionary class, you must meet these prerequisites:14 Intelligence

Proficiencies. When you multiclass into the Divine Visionary class, you gain the following proficiencies:Arcana, Perception, History

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