School of Illuminism

Subclase de Wizard

Old World's Might - Subclasses from Old Europe p. 68 (Homebrew)

Nivel
3

Descripción

Bring the light of knowledge in the darkness

"Education is bitter, but its fruit is sweet"

Theme: Inspired by the Enlightenment, this subclass reflects a pursuit of knowledge, logic, and understanding of the natural world, using magic to illuminate both metaphorically and literally.

Playstyle: Illuminists excel at uncovering secrets, countering lies, and shedding light on mysteries. They have abilities that disrupt illusions, reveal hidden truths, and empower their allies with clarity.

The Enlightenment was an intellectual and philosophical movement taking place in Europe from the late 17th century to the early 19th century. The central doctrines of the Enlightenment were individual liberty, representative government, the rule of law, and religious freedom, in contrast to an absolute monarchy or single party state and the religious persecution of faiths other than those formally established and often controlled outright by the State.

Rasgos

Light of Truth Nivel 3

You learn the Detect Magic and Identify spells, which don't count against your spells prepared. You can cast each of these once without expending a spell slot, regaining the feature when you finish a Short or Long rest.

Dispel the Shadows Nivel 3

When you cast a spell that creates light (such as Light or Daylight), the radius of the light is doubled.

Unveiling Insight Nivel 6

You gain Advantage on Intelligence (Investigation) and Wisdom (Insight) checks. Additionally, as a Magic Action, you can focus your mind to gain Truesight up to 30 feet for 1 minute. Once you use this feature, you can't use it again until you finish a Long Rest.

Illuminated Mind Nivel 10

Your mind resists magical manipulation. You are Immune to the Charmed condition.

Brilliant Revelation Nivel 14

As a Magic Action, you emit a burst of magical light in a 30-foot radius. Creatures of your choice within the radius must make a Constitution saving throw against a spell save DC. Failure: Blinded condition for 1 minute. While Blinded, can't have the Invisible condition. An affected creature can make another Constitution saving throw at the end of each of its next turns, ending the condition on itself on a success. Once you use this feature, you can't use it again until you finish a Long Rest.