Racial Traits
Otherworldly Perception
As a bonus action, the Goggler can flick a special lens upon their eye that allows them to see beyond the natural realm. For the next hour, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. You can use this ability once per short rest. (Gogglers)
Whispered Reality
A Goggler has lost a sense of their self from the pain and mental anguish they have suffered, but from this loss they have learned to see things in a new light, and to create their own reality. You suffer disadvantage against any Madness effect, but you can cast silent image with this trait. Starting at 3rd level, you can cast phantasmal force with it, and starting at 5th level, you can also cast major image with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.(Gogglers)
Amphibious
You can breathe air and water. (Kuo-Toa)
Superior Darkvision
You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. (Kuo-Toa)
Deepwalker
Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment. (Kuo-Toa)
Slippery
Thanks to the slime-like substance that your skin secretes, you are able to slip from bonds and holds with ease. You gain advantage on ability checks and saving throws made to avoid becoming grappled or restrained. (Kuo-Toa)
Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. (Kuo-Toa)
Wordwyrd
You are immune to the damage and ill effects produced by glyphs, runes or similar dangers dealing with magical writing. (Kuo-Toa)
Wizard Class
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots.
You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Spellbook Augmentation
Beginning when you select this school at 2nd level, you infuse your magic into your spellbook to quickly write your runes, glyphs, and wards. You must always have your spellbook in one of your hands. If you do not, you cannot cast spells nor can you benefit from set spells. However, while you are wielding your spellbook, it provides you a +2 bonus to AC that does not stack with a shield. (Cyphermage)
Rising Tempo
At 6th level, whenever you cast a damaging cantrip, its damage is increased by 1 for each glyph, ward or rune within 15 feet of you, to a maximum of 5. The damage increase applies to each application of damage from the cantrip. (Cyphermage)
The Tops
Attribute Cap Increase
+2 Constitution; This boosts the maximum of an ability score but not the score itself. (The Tops)
Glamored Top Hat
This top hat may become any form of fitting Top Hat on the wearer, no larger than a 5ft cube. If the Glamored Top Hat is unobstructed, it instantaneously reshapes and cleans itself. While wearing this hat, you gain a bonus +1 to Charisma Checks for each other Tops member wearing a Glamored Top Hat within 15 feet of you. Additionally, you gain a +1 bonus to Attack Rolls if there is another Tops member wearing a Glamored Top Hat within 15ft of you.
Former Mages Guild
Attribute Cap Increase
+2 Intelligence; This boosts the maximum of an ability score but not the score itself. (Mages Guild)
Former Ever Eye
Attribute Cap Increase
+2 Intelligence; This boosts the maximum of an ability score but not the score itself. (The Ever Eye)
The Eye
An eye of the faction members choice has a spiraling pupil, marking them as a member. This can be hidden at will, unless in the direct presence of a powerful holy symbol of the White Pantheon or Wondox. (The Ever Eye)
Origin
Ruin Dweller
You gain a +2 bonus to saving throws vs spells (Ruin Dweller)
ASI
Level 4
Level 8
Class/Racial Features & Traits