Keeper of the Light

The inspiration for this arcane tradition is Keeper of the Light from the game DotA 2.

Keeper of the Light Features Wizard Level Features 2nd Illuminate, Spiritual Savant 6th Mana Leak 10th Chakra Magic 14th Spirit Form

Illuminate At 2nd level when you choose this arcane tradition, you learn the ability to manipulate magic in a raw way, akin to how a god might, though on a much smaller scale. This is called the Light, and you are its keeper. You gain the ability to create a tiny, solid ball of magic, within 5 feet of you. It sheds bright light in a 10-foot radius and dim light for an additional 5 feet. You can create this solid ball of magic as an action. You must concentrate on this solid ball of magic, as though concentrating on a spell. It can last for up to 1 minute, at which point it explodes, dealing 1d4 force and 1d4 radiant damage to all creatures within the bright light it produces. You do not take this damage. On a successful Constitution saving throw against your spellcasting DC, other creatures only take half damage from the light. While concentrating on the solid ball of magic, you can do the following things: Cast a spell from the cleric spell list without using a spell slot. You must have spell slots of the spell's level in order to cast it, and must provide all of the spell's components, using the solid ball of magic as a holy symbol. The solid ball of magic disappears immediately after you do this, and you cannot use the ball of magic in this manner again until you complete a long rest.

Cause the ball of magic to explode as a bonus action.

Increase the light that it provides as a bonus action, increasing the radius of its bright light and dim light by 5 feet.

Increase the power within it as an action, increasing the damage it does when it explodes by 1d4 force damage and 1d4 radiant damage.

Sequester certain creatures within the light from the damage it does when it explodes. As a bonus action, choose a number of creatures within the light, up to your Intelligence modifier (minimum 1). When the ball of magic explodes, these creatures do not take damage from it.

Spiritual Savant Also at 2nd level, you have the ability to learn ritual spells that are on the cleric spell list. You treat them as wizard spells when you cast them, but you can only cast these spells as rituals. You can only learn these ritual spells from clerics that spend 2 hours per spell level teaching it to you. They must be able to cast the spell themselves in order to do so. Additionally, when you learn a ritual spell, the gold and time you must spend to copy it into your spellbook is halved.

Mana Leak Once you've reached 6th level, you've learned how to pull the Light from other creatures. As an action, you can select a creature within 30 feet of you that you can see, cursing them. At the end of that creature's next turn, the curse ends and they must make a Constitution saving throw against your spellcasting DC. The DC is increased by 1 for every 5 feet they traveled while cursed. If they fail the saving throw and have no unexpended spell slots, then they are stunned until the beginning of their next turn. If they fail the saving throw and have unexpended spell slots, then they lose a spell slot. The spell slot is considered expended, and they can recover it normally. They always lose the highest spell slot that they have unexpended. For example, if the creature failed the saving throw and has two 1st-level spell slots, and one 2nd-level spell slot, then they lose the 2nd-level spell slot. Once you've used this feature, you cannot use it again until you complete a long rest.

Chakra Magic Starting at 10th level, you've learned how to push the Light into other creatures. When you use your Arcane Recovery feature and another creature within 10 feet of you can recover spell slots, you can cause that creature to regain spell slots equal to half the spell slots you recovered. You can only use this on one creature each time. If there are no creatures that can recover spell slots within 10 feet of you when you use your Arcane Recovery feature, you instead treat that use of Arcane Recovery as though your wizard level is two levels higher than it actually is.