Sorcerer - Scorched Bloodline
Wizard - Path of the Magnus
Held somewhere between the sands of time and the true intentions of the Mystic Arcanum, lies a secret order of magi who seek to uncover the true power of the Weave. They employ the immortal energies of an ancient text, called a Magnus, gaining access to the spells archived throughout the ages. These knights of knowledge hold themselves to a strict code: one cannot wield magic to harm another. Breaking such an agreement will rend their mind asunder (12d12+30 Psychic damage), and destroy the collective knowledge of the Magnus, tearing a hole in the Weave itself.
Mechanical Benefits (each feature is earned through Exploration and Role-Playing)
+ Access to all spell lists, and every spell in published materials.
+ Every level gained as a Wizard adds THREE spells to her spellbook for free; 1 of these spells must be of a list that is not Wizard. The Magnus consumes the spellbook of the wizard, forming a powerful bond with the caster and her knowledge of the Arcane.
+ When a Wizard gains access to her Magnus, she may re-select her cantrips, plus one more.
+ As long as a Wizard has access to her Magnus, she has an additional spell slot at one of her available levels that she can cast. This spell slot cannot be of a spell level of 7th or higher. The character can re-allocate this additional spell slot only once per Long Rest.
BRAIDS: When a Wizard gains access to her Magnus, she may also select an ancient augmentation, called a Braid, to enhance her magical abilities. She selects one of the following Braids each time the Magnus grants her the ability to do so.
TETHERED TELEPORT - REACTION
Target within 30 feet is pulled to a location 5 feet from you and healed a number of hit points equal to your Intelligence Modifier. You may use this power a number of times equal to your Intelligence modifier.
FORCED TARGET - REACTION
When a creature casts a spell within 60 feet of you that targets multiple creatures, you may force it to target one creature instead. You may use this ability a number of times equal to your Intelligence modifier.
TWINNED PROTECTION
A spell that grants a bonus to AC, temporary hit points, or resistance or immunity to a damage type and has a target of one creature...can be cast on two creatures within range using the same spell slot.
SPELL EATER
When you become the target of a spell of 5th level or lower, you may spend your Reaction to have the Magnus attempt to consume the spell. Roll a spell attack against the caster's spell save DC. On a success, the Magnus consumes the spell. On a failure, you are granted advantage on the saving throw; if you suffer damage from this spell, you suffer half damage instead. You may consume a total number of levels equal to twice your Intelligence Modifier.
HEALING SURGE
Whenever the Wizard casts a spell that heals one or more targets, there is a burst of healing from the Magnus. All allies within 20 feet of the Magnus regain hit points equal to your Intelligence modifier.
MULTIPLICATION
When a spell adds to the AC of a creature OR when it heals a number of hit points to a creature, you may spend any number of "charges" of your Intelligence to multiply this effect. 1 point = x2, 2 = x3, and so on to a maximum of x6. Your "pool" of charges is equal to your intelligence modifier.
DIVISION
When you or an ally suffers damage from a spell, you may spend any number of "charges" of your Intelligence to divide or negate this damage. 1 point = 1/2, 2 = 1/4, and 3 points = no damage. Your "pool" of charges is equal to your intelligence modifier.
FORTIFY
Accessing a pocket of memory, the Magnus fortifies three powerful spells with the fragments of magic from a previous age. They now operate as intended from the magics of old.
Every Long Rest, the Wizard may select 3 spells to prepare that are unaffected by the Broken Weave.
Mechanical Benefits (each feature is earned through Exploration and Role-Playing)
+ Access to all spell lists, and every spell in published materials.
+ Every level gained as a Wizard adds THREE spells to her spellbook for free; 1 of these spells must be of a list that is not Wizard. The Magnus consumes the spellbook of the wizard, forming a powerful bond with the caster and her knowledge of the Arcane.
+ When a Wizard gains access to her Magnus, she may re-select her cantrips, plus one more.
+ As long as a Wizard has access to her Magnus, she has an additional spell slot at one of her available levels that she can cast. This spell slot cannot be of a spell level of 7th or higher. The character can re-allocate this additional spell slot only once per Long Rest.
BRAIDS: When a Wizard gains access to her Magnus, she may also select an ancient augmentation, called a Braid, to enhance her magical abilities. She selects one of the following Braids each time the Magnus grants her the ability to do so.
TETHERED TELEPORT - REACTION
Target within 30 feet is pulled to a location 5 feet from you and healed a number of hit points equal to your Intelligence Modifier. You may use this power a number of times equal to your Intelligence modifier.
FORCED TARGET - REACTION
When a creature casts a spell within 60 feet of you that targets multiple creatures, you may force it to target one creature instead. You may use this ability a number of times equal to your Intelligence modifier.
TWINNED PROTECTION
A spell that grants a bonus to AC, temporary hit points, or resistance or immunity to a damage type and has a target of one creature...can be cast on two creatures within range using the same spell slot.
SPELL EATER
When you become the target of a spell of 5th level or lower, you may spend your Reaction to have the Magnus attempt to consume the spell. Roll a spell attack against the caster's spell save DC. On a success, the Magnus consumes the spell. On a failure, you are granted advantage on the saving throw; if you suffer damage from this spell, you suffer half damage instead. You may consume a total number of levels equal to twice your Intelligence Modifier.
HEALING SURGE
Whenever the Wizard casts a spell that heals one or more targets, there is a burst of healing from the Magnus. All allies within 20 feet of the Magnus regain hit points equal to your Intelligence modifier.
MULTIPLICATION
When a spell adds to the AC of a creature OR when it heals a number of hit points to a creature, you may spend any number of "charges" of your Intelligence to multiply this effect. 1 point = x2, 2 = x3, and so on to a maximum of x6. Your "pool" of charges is equal to your intelligence modifier.
DIVISION
When you or an ally suffers damage from a spell, you may spend any number of "charges" of your Intelligence to divide or negate this damage. 1 point = 1/2, 2 = 1/4, and 3 points = no damage. Your "pool" of charges is equal to your intelligence modifier.
FORTIFY
Accessing a pocket of memory, the Magnus fortifies three powerful spells with the fragments of magic from a previous age. They now operate as intended from the magics of old.
Every Long Rest, the Wizard may select 3 spells to prepare that are unaffected by the Broken Weave.