Alienist

Level Special Mana
1st Summon alien, Alien Blessing +1 level of WIZ/SOR
2nd Metamagic Secrets, Mad certainty +1 level of WIZ/SOR
3rd Pseudonatural familiar, Extra summoning +1 level of WIZ/SOR
4th Insane certainty, Timeless secret +1 level of WIZ/SOR
5th Transcendence +1 level of WIZ/SOR

Alienists deal with powers and entities from terrifyingly remote reaches of space and time. For them, magical power is the triumph of the mind over the rude boundaries of dimension, distance, and often, sanity. With knowledge and determination, they pierce the barrier at the edge of time itself. In the Far Realm, outside time, Herculean minds drift, absorbed in contemplations of madness. Unspeakable beings whisper terrifying secrets to those who dare communication. These secrets were not meant for mortals, but the alienist plunges into abysses of chaos and entropy that would blast a weaker mind. An alienist’s mad certainty is sometimes strong enough to sway others to believe in her own future transcendence.

Requirements

Skill Proficiencies: Arcana, Planes

Feats: Alert

Must have at least 5 levels of Wizard or Sorceror.

Special: Training from another Alienist, or gained the secrets from contact of an Alien being such as great old ones.

 

Class Features

Hit Dice: D6

Skills: Gain the skill Alien.

Mana Increase: as per wizard level increase.

Summon Alien: When an alienist casts any summon spell, it summons a “pseudonatural” or “Alien” version of a creature chosen. This adds the Alien type to the summoned creature; if the type of creature summoned is a fiend or celestial the Alien type replaces its base type.

Alien Blessing: An alienist applies a their proficiency bonus on all saving throws, but permanently loses 2 points of Wisdom.

Metamagic Secrets: At 2nd level the alienist listens to the secret voices whispering from the beyond and may learn two of the following metamagics.

  • Careful Spell: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 2 mana point and choose a number of those creatures up to your intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  • Distant Spell: When you cast a spell that has a range of 5 feet or greater, you can spend 2 mana point to double the range of the spell.When you cast a spell that has a range of touch, you can spend 2 mana point to make the range of the spell 30 feet.
  • Empowered Spell: When you roll damage for a spell, you can spend 2 mana point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Extended Spell: When you cast a spell that has a duration of 1 minute or longer, you can spend 2 mana to double its duration, to a maximum duration of 24 hours.
  • Heightened Spell: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 6 mana points to give one target of the spell disadvantage on its first saving throw made against the spell.
  • Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 4 mana points to change the casting time to 1 bonus action for this casting.
  • Subtle Spell: When you cast a spell, you can spend 2 mana point to cast it without any somatic or verbal components.
  • Twinned Spell: When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of mana points equal to the spell’s level  to target a second creature in range with the same spell (1 mana point if the spell is a cantrip).

Mad Certainty: At 2nd level, the alienist’s mad certainty in the power of entities beyond the reach of normal space and time lend an unnatural fortitude and gains Tough feat. However, constantly dwelling on such beings is mentally corrosive, and the alienist’s mind begins to fracture. The Alienist develops a phobia against a specified kind of creature, suffering disadvantage on all rolls related to these creatures. The selected creature gains advantage on rolls made against the phobic alienist. The DM determine the creature feared. Beings that share attribute with or those that resemble the selected creature also trigger the phobia.

Pseudonatural Familiar: On reaching 3rd level the alienist’s familiar, if any, becomes a alien type creature.

Extra Summoning: At 3rd level, the alienist gains summons one extra creature when casting a summoning type spell.

Insane Certainty: At 4th level, the alienist’s mad certainty crystallizes into a truly chilling mania. The Alienist gains an additional stack of the Tough feat, but the phobia likewise intensifies. The Alienist suffers double disadvantage vs his phobia and likewise the phobia gains double advantage vs the Alienist.

Timeless Body: At 4th level, the alienist learns the secret of perpetual youth and therefore no longer suffers ability penalties for aging and cannot be magically aged. Any penalties that may have already been accumulated however, remain in place. Bonuses still accrue, but the alienist is stolen away by horrible entities when the natural lifespan time is up and is never seen again.

Transcendence: At 5th level, the alienist, through long association with alien entities and intensive study of insane secrets, transcends their mortal form and becomes an alien creature. The Alienist type changes to “alien”, which means (among other things) that it is no longer affected by spells that specifically target humanoids, such as charm person, but also can be affected by spells that target aliens. The following abilities are also gained:

  • Immunity to bludgeoning, piercing, and slashing damage from non magical weapons.
  • Resistance to electrical damage.

Upon achieving transcendence, the alienist’s appearance undergoes a minor physical change, usually growing a small tentacle or other strange addition or substitution, such as an extra appendage, organ, eye, or enigmatic lump. The alienist can hide this abnormality in a robe or hood, but the alien growth is not under the alienist’s control and sometimes moves, twitches, opens, or otherwise animates of its own accord.

Anyone who shares the alienist’s predilection for study of the Far Realms immediately recognizes her transcendent nature, and the alienst gains a advantage on all Charisma-based skill and ability checks when interacting with such beings. Further gains advantage on Intimidation checks against all other creatures to whom see the abnormal nature.

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