I wrote today’s subclass in honor of my favorite Celeb DM, Matthew Mercer. I always thought his introduction of season 1 of Critical Role looked like it would be a really cool wizard subclass, so I made it one. I was also inspired by Matt’s awesome ability to adopt the persona of great characters on a whim with hints of a proper Lore Master. Let me know what you guys think in the comments or on Twitter!
Arcane Tradition: Mythweaver
Masters of story telling and lore, Mythweavers are wizards that harness the magicical legacy of ancient tales. As they adventure through the land, they often seek inspiration for new tales of bravery and heroics that may empower them. By adopting the persona of the figures that inspire them, they unlock the power and skill that would normally be beyond their grasp.
When you choose this Arcane Tradition at 2nd level, you gain proficiency in History and with Calligrapher’s Supplies.
At 2ndd level, with all of your knowledge of great heroes and figures in tales and legend you can magically adopt the qualities of your favorite characters. When you gain this feature, you gain two Persona options of your choice (See the “Persona Options” listed at the end of this subclass). When you complete a short or long rest, you can choose one persona to channel, gaining the features associated with that persona. If you already are proficient in a skill or tool proficiency granted by the persona, you double your proficiency bonus for any ability check you make that uses either of those proficiencies.
You gain an additional Persona option of your choice when you reach certain levels in this class: 6th, 10th, and 14th level.
Look the Part
Beginning at 6th level, you can adapt your appearance to closer match the personas that you draw strength from. You learn the disguise self spell if you don’t know it already and you can cast it at will without expending a spell slot.
Tell the Story
At 10th level you learn legend lore. It doesn’t have material component when you cast it. In places of collected lore or knowledge such as a library, you can cast legend lore without spending a spell slot. Once you cast the spell this way, you must complete a long rest before you can cast it this way again.
Your ability to adopt the personas of legendary figures expands to allow you to envoke the themes of more complex characters. Beginning at 14th, when you finish a long rest you can choose two personas to channel rather than one. When you finish a short rest, you can switch one of the two for another persona.
This persona is that of an eloquent and amiable diplomat. While you channel this persona, you gain the following benefits:
People Person. You become proficient in Insight and Persuasion.
Friend to All. You can communicate with any creature that understands at least one language, but you don’t need to share a language with the creature for it to understand your gestures and meanings.
Irreproachable. Creatures have disadvantage on attack rolls against you as long as you have not targeted that creature with an attack or harmful spell since you completed your last long rest. If a creature hits you while it has disadvantage on attack rolls from this feature, you may use your reaction to expend a spell slot of 1st level or higher to deal 2d6 psychic damage + an addition 1d6 for each spell level higher than 1st level. Once you use this reaction, that creature can’t be affected by this feature until you finish a long rest.
This persona is that of a fearsome and powerful dragon. While you channel this persona, you gain the following benefits:
Wyrm’s Demeanor. You are proficient in Intimidation and Perception.
Terrifying Presence. When you cast a spell of 1st level or higher, each hostile creature within 5 feet of you must make a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.
Draconic Element. When you choose to channel this persona at the end of a rest, choose from acid, cold, fire, lightning, or poison. When you cast a spell that deals damage of the chosen type of 1st level or higher, you gain resistance to that damage type until the end of your next turn, and you can add your proficiency bonus to the spell’s damage.
This persona is that of the lingering sentiment of a long departed soul. While you channel this persona, you gain the following benefits:
Ghostly Presence. You are proficient in Intimidation and Stealth checks.
Otherworldly Resistance. When you cast a spell of 1st level or higher, you can immediately use your bonus action to gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the end of your next turn.
Vanishing Apparition. When you cast a spell of 1st level or higher, you can immediately use your bonus action to become invisible until the start of your next turn. This invisibility ends early if you attack or cast a spell.
This persona channels the keen senses and precision of a skilled marksman. While you channel this persona you gain the following benefits:
Hunter’s Senses. You are proficient in Perception and Survival.
Marksman. You are proficient with shortbows, longbows, light crossbows, heavy crossbows, and hand crossbows.
Strike True. You add hunter’s mark to your list of spells known and it counts as being prepared. It counts as a wizard spell for you and does not count towards your number of prepared spells.
This persona is that of a gallant hero, the epitome of martial skill. While you channel this persona, you gain the following benefits:
Knight’s Training. You are proficient with longswords, battleaxes, spears and shields.
Knight’s Regalia. You can cast mage armor on yourself at will without expending a spell slot.
Legendary Blow. As a bonus action on your turn, you can expend a spell slot of 1st level or higher to imbue the next weapon attack you make before the end of your next turn with magic. If the attack hits, you deal an extra 1d6 damage of the weapon’s type + and extra 1d6 for each spell level higher than first. This extra damage counts as being magical.
This persona imbues you with the of a cunning of a master manipulator. While you channel this persona you gain the following benefits:
Threats and Lies. You are proficient in Deception and Intimidation.
Unswaying. You have advantage on saving throws against being charmed and frightened.
Mental Hook. You can expend a spell slot to cast charm person. If you spend at least a minute interacting with a nonhostile creature, you can cast it targeting that creature with no noticeable verbal or somatic components.
This persona invokes the power of a noble and commanding ruler. While you channel this persona you gain the following benefits:
Courtly Manner. You are proficient in Intimidation and Persuasion.
Issue Command. You add command to your list of spells known and it counts as being prepared. It counts as a wizard spell for you and does not count towards your number of prepared spells.
Lordship’s Blessing. You touch a friendly creature as a bonus action and it gains temporary hit points equal to your Intelligence Bonus + half your wizard level.
This persona harnesses the prowess of a wise and adept healer. When you channel this persona you gain the following benefits:
Master Healer. You are proficient in Medicine and with herbalism kits and healer’s kits.
Tend to the Wounded. When you and your allies spend Hit Dice during a short rest, you can spend a use of a healer’s kit tp allow one creature to reroll a number of Hit Dice equal to your proficiency bonus. The creature can then choose to use either result.
Diagnose and Treat. You can cast detect poison and disease at will, and you add cure wounds to your list of spells known and prepared spells.
This persona embodies the guile of a sly rogue. When you channel this persona you gain the following benefits:
Subterfuge. You are proficient in Sleight of Hand and Stealth.
Ready for Action. You can give yourself a bonus to your initiative rolls equal to your proficiency bonus.
Ambush. Once per turn, you can deal an extra damage equal to your Intelligence modifier to one creature you hit with an attack if you have advantage on the attack roll. Additionally, when you hit a creature this way, you can expend a spell slot of 1st level or higher to deal an extra 1d6 per level of the spell slot. If you deal this extra damage to a surprised creature, it must make a Constitution saving throw against your spell save DC or be stunned until the end of your next turn.
This persona is that of a giant or some other colossal being that embodies world bending strength. While you channel this persona you gain the following benefits:
Colossal Weapons. You become proficient with greataxes, greatswords, warhammers and mauls.
Incredible Strength. You can spend a bonus action to gain advantage on the next Strength check or Strength saving throw you make before the end of your next turn. Additionally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Earthshatter. When you hit a creature with a melee weapon attack, you can immediately spend your bonus action to expend a spell slot to cast thunderwave. The target of your attack must be included in the spell’s area and has disadvantage on its saving throw against the spell.