School of the Arcane Horizon (5A)

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This is a Wizard arcane tradition for 5A.

Source: Mike Myler in En5ider 147 under the name School of the Inside Out.

Since the dawn of time, mages and priests have pursued ancient secrets revealing the fabric of reality, suffering eternally for their hubris. The school of the arcane horizon has proceeded further than most, unlocked a path to forbidden arcana otherwise shrouded in mystery. But these powers come at a price. To learn true perception, a student must first rid themselves of false perception.

Psionic Subclasses

In 5E, psionics does not have its own classes, it is instead expressed through subclasses. The this subclass uses psionic powers, along with a number of other subclasses in the game, the artificer Archivist, bard College of Whispers and Psychic, cleric Spiritualist, fighter Psi Warrior, rogue Soulknife, sorcerer Aberrant Mind and Mystic, and wizard Arcane Horizon and Mentalist.

Arcane Tradition Features

Occult Blindness

Starting at 2nd level, you learn the secrets of what lies behind the veil of reality. As an action, you pull away the curtain of existence to disturb a single creature within 30 feet. If the target has an Intelligence of 6 or more and can see you, it must succeed on an Intelligence saving throw against your wizard spell save DC or be unhinged for a number of rounds equal to your proficiency bonus. An unhinged creature is allowed a new Intelligence saving throw at the end of each its turns to end the effect. A unhinged creature loses any type of vision other than regular vision (a creature without regular vision is blinded). Attack rolls against the creature have advantage, and the creature’s attack rolls and ability checks have disadvantage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, that creature always succeeds on saving throws against your use of Occult Blindness until you finish a short rest. You can u

Ascended Psyche

At 6th level, you gain resistance to psychic damage and advantage on any saving throw to avoid the frightened condition.

Occult Reality

Starting at 10th level, you can use this feature to instantly transport a creature within 30 feet to a place both within and outside of reality. The creature must make an Intelligence saving throw against your spell save DC or disappear and shudder across the underpinning matrix of existence for a number of rounds equal to your proficiency bonus. If the target is not an aberration, it takes 3d10 psychic damage at the end of each of its turns as it reels from its horrific experience and then it is allowed an Intelligence saving throw to end the effect. On a successful save the creature returns to the space it previously occupied (or the nearest unoccupied space) and is unhinged until the end of its next turn, as Occult Blindness above. Once you use this feature, you can’t use it again until you finish a long rest. You can use this ability a number of times equal to your Proficiency Bonus, regaining all uses on a long or short rest.

Occult Sight

Beginning at 14th level, you gain Truesight with a range of 120 feet. You can give targets of your Occult Blindness ability this Truesight as well if you wish, in addition to all the other effects of Occult Blindness. A creature can choose to fail its saving throw against this ability.

Editor's Notes

Moved the abilities around.