OGC:School of the Inside Out (5e Subclass)
This material is published under the OGL 1.0a. |
School of the Inside Out
Wizard arcane tradition: Since the dawn of time, mages and priests have pursued ancient secrets revealing the fabric of reality, suffering eternally for their hubris. Fortunately, you have come across a scrap of their knowledge, and you have used it to unlock a path to forbidden arcana otherwise shrouded in mystery.
Mystical Understanding
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell into your spellbook varies depending on the individual spell. By spending 1 minute evaluating the inscription of a spell, you may roll 1d8; if you roll an 8, your mystical understanding of it reduces its costs and inscription time by half.
Once you use this feature, you cannot use it again on the same spell for 24 hours.
Disorient Senses
Starting at 2nd level, you learn the secrets of what lies behind the veil of reality. As an action, you pull away the curtain of existence to disturb a single creature within 30 feet. If the target can see you, it must succeed on an Intelligence saving throw against your wizard spell save DC or be disoriented for a number of rounds equal to your proficiency bonus. A disoriented creature loses any types of vision other than regular vision (a creature without regular vision is blinded). Attack rolls against the creature have advantage, and the creature’s attack rolls and ability checks have disadvantage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a short rest.
Inverted Psyche
At 6th level, you gain resistance to psychic damage. In addition, you can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Occult Secrets
Beginning at 10th level, you gain advantage on Intelligence saving throws, Intelligence (Arcana) checks, and Intelligence (Religion) checks.
Otherverse Disjunction
Starting at 14th level, you can use this feature to instantly transport a creature within 30 feet to a place both within and outside of reality. The creature makes an Intelligence saving throw against your spell save DC or disappears and shudders across the underpinning matrix of existence for a number of rounds equal to your proficiency bonus. At the end of its next turn and every turn afterward, the target makes another Intelligence saving throw. On a success the creature returns to the space it previously occupied (or the nearest unoccupied space) and is disoriented for 1d4 rounds (as above). If the target is not an aberration, it takes 3d10 psychic damage at the end of each round as it reels from its horrific experience. Once you use this feature, you can’t use it again until you finish a long rest.
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