Arcane Tradition
Wizardry urges the relentless pursuit of knowledge that pushes every boundary in search of greater power and understanding, but some boundaries are never meant to be crossed. Occultists care not for these limitations, peering behind cosmic veils, devouring forbidden secrets, and pushing their understanding of spellcraft until reality itself tears open. It is from the strange, alien realms that are revealed which they draw even greater power, shattering all limits no matter the eldritch consequences.
In your study of proscribed power, you learn Deep Speech, or another language of your choice. Choose a 1st level spell from the warlock spell list. You may add it to your spellbook if it's not there already, and it counts as a wizard spell for you.
Your search into the forbidden reaches beyond the universe yields great power, but comes at the risk of letting something from beyond intrude into your reality. You have an Intrusion Die, which may change as you use your features. The die can in- or decrease, along the following progession of die sizes: 1d2, 1d3, 1d4, 1d6, 1d8, 1d10, 1d12. The die size starts at 1d6, and becomes 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level. Whenever you use a feature that risks intrusion, roll your intrusion die. On a 1, the intrusion die grows in size one step on the progression, and you roll on the intrusion table to determine what happens as reality fractures. On any other number rolled, the intrusion die shrinks in size one step instead. Your intrusion die grows in size one step whenever you finish a short rest, and resets to its maximum size whenever you finish a long rest. Your intrusion die may never be larger than the maximum your wizard level allows. Additionally, you may focuse alien potency into your spells. Whenever you cast a non-cantrip spell, you may risk intrusion to choose one of the following effects:
Overwhelming Mind. One target of the spell gains disadvantage on the first saving throw made against it.
Seeking Eye. You gain advantage on the first attack roll you make for the spell.
| 1d12 | Effect |
|---|---|
| 1 | You feel a presence behind you that whispers incomprehensible things into your soul. Until the end of your next turn, you may only do one of the following on a turn: take an action, a bonus action, or move. |
| 2 | Space twists and melts in a 30ft. radius around you. Each creature, including yourself, struggles against the warping of reality. All creatures in the area have their speed halved until the end of your next turn. |
| 3 | The nearest other creature within 60ft. of you must succeed on a CON saving throw, or take necrotic damage equal to 2 rolls of your intrusion die at its maximum size. You regain a number of hitpoints equal to the damage dealt. |
| 4 | Reality tears in your space until the end of your next turn. You and each creature that can see the tear must succeed on a WIS saving throw, or be frightened of it while the tear exists. |
| 5 | One of your arms warps into an alien appendage, such as a distorted version of an arm, or a twisted tentacle, for 1 minute. You may make unarmed strikes with the limb using your spell attack bonus. The appendage deals acid damage equal to a number of your intrusion dice at its maximum size times your proficiency bonus. |
| 6 | Alien landscapes overlay your vision, and you are blinded until the end of your next turn. |
| 7 | You regain an expended spell slot of 5th level or lower, your choice. You take necrotic damage equal to 2 times the regained slot's level. This damage cannot be reduced or prevented in any way. |
| 8 | You experience an instant of terrible clarity. You take psychic damage equal to 2 rolls of your intrusion dice at its maximum size. Your spell save DC is increased by 2 for 1 minute. |
| 9 | For 1 hour, you hear whispered, disembodied thoughts of hateful scorn, directed at you. While you can hear the whispers, you gain disadvantage on WIS checks and saving throws. |
| 10 | Whenever you cause this intrusion, and at the end of each of your turns for 1 minute, pulses in the fabric of space fill a 15ft. radius around you. You and each creature in the area are knocked prone. |
| 11 | An aberration or a fiend with a CR equal to your wizard level or lower, DM's choice, appears in an unoccupied space within 30ft. of you. The DM decides the creature's attitude and actions. |
| 12 | Unnatural thoughts disorient you, and you are incapacitated until the end of your next turn. |
You may choose a 3rd-level or lower spell from the warlock spell list, and add the spell to your spellbook if it's not there already; it counts as a wizard spell for you. Whenever you cast this spell, you may risk intrusion to remove the need to concentrate on it, but this casting of that spell has a duration of at most 1 minute. Alternatively, you may force an intrusion to cast the spell once without expending a spell slot. You may do so once per long rest.
Whenever you cause an intrusion, you may roll twice on the intrusion table, and choose which result to use. You gain the option to negate the effects of the intrusion by instead gaining 1 level of exhaustion. Additionally, you gain one of the benefits below. You may choose which benefit is active whenever you finish a long rest. Alternatively, you may force an intrusion to change it instantaneously.
Alien Consciousness. You gain immunity to being charmed and frightened, and to being possessed.
Cosmic Resistance. You gain resistance to necrotic and psychic damage.
Spatial Domination. You gain a flying speed equal to your walking speed, and are able to hover.
The nature of distance and location is revealed for the lie that it is. You may add the scrying spell to your spellbook, if it is not there already. Whenever you cast the scrying spell, during the spell's duration, you may force an intrusion to teleport yourself, and any willing creatures within 10ft. of you, to unoccupied spaces you can see through the scrying sensor. You may teleport in this way once per long rest. Whenever you cast the scrying spell, you may risk intrusion to choose one of the following effects:
All Knowing. Treat your connection to a target creature as if you have part of its body.
All Seeing. Change the spell's casting time to 1 action.
Source: The Crooked Moon