Magical Logician
Beginning at 2nd level, you have gained considerable
knowledge about magic and debating skills. You gain
proficiency in Arcana and Persuasion, and you can use
your Intelligence for Persuasion instead of Charisma.
Your philosophical pursuits have also made your mind
sharper. You have advantage on Intelligence checks related
to solving puzzles and riddles, and on devising strategies
for games.
Philosophical Inquiry
Starting at 2nd level, you have learned how to ask
questions that render others stunned from the inquiry. As a
bonus action, choose a creature that can hear you that
shares at least one language with you. That creature must
make an Intelligence saving throw against your wizard
spell save DC. A creature with an Intelligence of 4 or lower
automatically succeeds on this saving throw. On a failed
save, the creature must use its action to ponder the
question that you asked of them and listen to you speak.
On a subsequent turns, you can use your bonus action to
maintain this effect, extending its duration until the end of
your next turn. A creature affected by this can repeat the
saving throw at the end of their turn, ending the effect. This
effect also ends early if the creature takes damage or can
no longer hear you.
Once the effect ends, or if the creature succeeds on its
initial saving throw against this effect, you can’t use this
feature on that creature again until you finish a long rest.
School of Thought
At 6th level, you have gained knowledge of various schools
of thought. At the end of a long rest, you can adhere
yourself to a school of philosophical thought that grants
you a certain benefit. Choose the benefit from the following
options. Once you have adhered to one school, you cannot
adhere to another school again until you finish a long rest.
Existentialism. The study of the individual’s free will.
You have advantage on saving throws against spells or
other magical effects that would force you act against your
will, such as hold person or command.
Nihilism. The belief that moral facts cannot exist. Once
per long rest, you can cast the protection from evil and
good spell on yourself without expending a spell slot.
Skepticism. The practice of questioning or expressing
doubt. You have advantage on saving throws against
illusions, and you have advantage on Wisdom (Insight)
checks.
Stoicism. The practice of self control and endurance.
You have advantage on saving throws against being
charmed or frightened, and you have advantage on
Strength checks and saving throws.
Questioning Mind
By 10th level, your mind has strengthened from your time
thinking and debating. You gain resistance to psychic
damage.
Additionally, once per long rest, you can reroll one
Intelligence, Wisdom and Charisma saving throw. You can
reroll once per each saving throw.
Master Philosopher
By 14th level, you have become a legendary philosopher,
able to sway anyone to see your reason and logic. When
you use your Philosophical Inquiry feature, you can choose
to use the abilility as an action, choosing any number of
creatures of your choice within a 30 foot radius centered
on you that can hear you to make an Intelligence saving
throw against the effect, though they do not have to share a
language with you.
On a subsequent turns, you can use your action to
maintain this effect on each creature affected, extending its
duration until the end of your next turn. A creature affected
by this can repeat the saving throw at the end of their turn,
ending the effect. This effect also ends early on a creature
if the creature takes damage or can no longer hear you.
Once you have used your Philosophical Inquiry feature in
this way, you cannot do so again until you finish a long rest.
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