Homebrew

Wizard: School of the Mem’Faen

The School of the Mem’Faen teaches that the world is hidden behind a veil. By manipulating the "Mist" (Mem), these wizards can obscure the truth, step through shadows, and cloud the minds of their enemies. In a clan setting, they are feared and respected; they are the ones who make entire raiding parties disappear into thin air, only to reappear behind enemy lines.

hit dice: 1d6 per Wizard level
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per Wizard level after 1st
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
starting equipment:

(a) a quarterstaff or (b) a dagger


(a) a component pouch or (b) an arcane focus (often a crystal or carved totem)


(a) a scholar's pack or (b) an explorer's pack


A spellbook (or a collection of runic skins/stones)




spellcasting:

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

  • Cantrips: You know three cantrips of your choice from the wizard spell list.
  • Spellbook: At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.
  • Spell Slots: The Wizard table shows how many spell slots you have.
  • Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells.
  • Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook.
  • Spellcasting Focus: You can use an arcane focus for your wizard spells.

class features:
  • Arcane Recovery: (Level 1) Once per day when you finish a short rest, you can recover expended spell slots (combined level equal to half your wizard level).
  • Arcane Tradition: (Level 2) You choose an arcane tradition (School of the Mem’Faen).
  • Ability Score Improvement: (Level 4, 8, 12, 16, 19).
  • Spell Mastery: (Level 18) You can cast a 1st and 2nd level spell at their lowest level without expending a spell slot.
  • Signature Spells: (Level 20) You gain two 3rd-level spells that are always prepared and can be cast once each without a slot per short rest.

subclass options:

At 2nd level, you learn the secret arts of the Mist-Walkers.

2nd Level: Eyes of the Mem

You have attuned your sight to the grey space between worlds.

  • You can see through magical and non-magical darkness, fog, and mist up to a range of 60 feet.
  • The gold and time you must spend to copy an Illusion or Conjuration spell into your spellbook is halved.

2nd Level: Shroud of the Mist

You can call upon the Mem to obscure your location. As a bonus action, you can cause swirling, silver mist to radiate from you.

  • The mist extends 10 feet from you in every direction and moves with you.
  • The area inside the mist is lightly obscured for creatures other than you.
  • While the mist is active, attack rolls against you have disadvantage.
  • The mist lasts for 1 minute or until you are incapacitated. You can use this feature a number of times equal to your Proficiency Bonus per long rest.

6th Level: Mist-Walker’s Stride

You have learned to dissolve your physical form to travel instantly.

  • You learn the Misty Step spell. It counts as a wizard spell for you and is always prepared, but doesn't count against your number of prepared spells.
  • When you cast Misty Step (or any spell of 1st level or higher that teleports you), you can bring one willing creature within 5 feet of you along with you. The creature appears in an unoccupied space within 5 feet of your destination.

10th Level: Haze of Forgetfulness

Your mist attacks the minds of those trapped within it.

  • Creatures inside your Shroud of the Mist (or inside any Fog Cloud or Stinking Cloud you cast) take Psychic damage equal to your Intelligence modifier at the start of their turn.
  • Additionally, if a creature inside your mist attempts to cast a spell with a verbal component, they must succeed on a Constitution saving throw against your Spell Save DC or the spell fails and the slot is wasted (as the mist steals their voice).

14th Level: Form of the Mem’Faen

You can fully separate your spirit from your body, becoming a being of pure mist. As a reaction when you take damage, you can use your Form of the Mem’Faen.

  • You take 0 damage from the triggering attack.
  • You immediately teleport up to 30 feet to an unoccupied space you can see.
  • You become invisible until the start of your next turn.
  • Once you use this feature, you cannot use it again until you finish a short or long rest.


Created by

DEFINITELYNOTAMIMIC.

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