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Philosophical Theses

At 3rd level a philosopher gains the Philosophical Thesis feature. The following options are available to a philosopher in addition to those presented in the class pdf: The Thesis of Abyss and the Thesis of Horizon. Class by u/Cometdance.

Some Design Notes

Designing subclasses for the philosopher turned out to be very difficult; the unspoken criteria that make them such a complete package also makes it hard to find new space for ideas.

The Thesis of Abyss is designed to be to the Philosopher what the College of Whispers is to the Bard, though with marginally less manipulation and a dash more conniving.

The Thesis of Horizon aims to fill a design gap in the existing subclasses where the the martial ability from the subclass is derived from the potency of spells

An Exercise in Futility, really






The readers aren't here for your thought process, they want to hear about the "perfectly balanced" Warlock patron you made so their DM sanctioned, self insert, katana wielding edgelord tiefling can be more overpowered.

  - Editor

Thesis of Abyss

The Thesis of Abyss is the conclusion that there is no truth, all facts are merely axioms built upon axioms beneath which no complete truth can be found. Philosophers of this thesis are well accustomed to lies and willingly spread them to pursue their own ends. Those who learn the Thesis of Abyss sharpen their blows to strike at the heart of the argument and their foes. With guile derived from the rogue, they become a dagger that can twist into the weaknesses of their enemy.

Spellbook of Abyss

When you choose this archetype at 3rd level, you have written your most potent lies in your spellbook, and you append to it frequently. You gain proficiency in martial weapons. While you're holding your spellbook, you can use the Disengage or Hide action as a bonus action on your turn. When you make a melee attack, you can choose to make the attack with the lowest of your Strength and Dexterity modifiers instead. If you do so and hit, the damage of the attack ignores resistances and immunities.

Flawed Argument

Starting at 7th level, your lies can exploit the inherent weakness in believers. When a creature within 10ft of you is hit with a melee or ranged attack, you can use your reaction to increase the damage of the attack by 3d6. This damage is necrotic and cannot be reduced in any way. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain all expended uses of this ability when you finish a long rest.

Truthless

At 7th level, your lies hold all the conviction of well polished truth. Any magic designed to determine if you are lying always reports that you are telling the truth and you may add double your proficiency bonus to Charisma (Deception) checks.













Seeds of Doubt

At 10th level your reasoning is infectious and you can
use it to undermine the beliefs and convictions of an enemy. When you make a spell attack roll against one or more creatures you can choose to add the highest of your Intelligence, Wisdom and Charisma scores to the roll. You may do this before or after the roll is made but you must do so before the DM describes whether the spell hits. You can use this feature a number of times equal to your Charisma modifier (minimum 1).
  You regain all expended uses of this feature when you finish a short or long rest.

Heart of the Argument

At 15th level, your lies can always strike at the crux of the matter. When you use your action to make one or more melee attacks against a creature, you can make one weapon attack aswith advantage as a bonus action against the same target. You can use this feature a number of times equal to your Dexterity modifier (minimum 1).
  You regain all expended uses of this feature when you finish a short or long rest.

Cognitive Dissonance

At 18th level, you weave lies of power to create an impossible, self referential riddle which cannot be broken, only disregarded. Choose a number of creatures within 60ft up to the highest of your Intelligence, Wisdom and Charisma modifiers (minimum 1). These creatures must make an Intelligence saving throw with disadvantage or be stumped trying to unravel the riddle. Affected creatures are stunned and must make an Intelligence saving throw at the end of their turns. On a successful save the stunning effect ends. Creatures that are deafened or otherwise could not hear the lie are not affected.
  Once you use this feature, you can’t use it again until you finish a long rest.

You make my life hell.

How on earth am I supposed to evaluate
the balance here? The power of Peer
Review and Out of Sight are so player dependent. I don't know, I'm running
on about 2 hours of sleep here, cut
me some slack.

  - Sleepy Editor

Thesis of Horizon

The Thesis of Horizon is the conclusion that perspective governs all knowledge and that only by broadening your views can you achieve true power. Those who learn the Thesis of Horizon strengthen the mind and diversify their thought, protecting their body through rigorous application of mental and magical techniques. With precision derived from the wizard they become a spell that can devastate any enemy.

Spellbook of Horizon

When you choose this archetype at 3rd level, you have drawn an ever expanding diagram of perspectives in your spellbook. Your method of thought allows you an even greater comprehension of the weave of magic. While you're holding your spellbook you gain a +2 bonus to your Spell Save DC. When you to make a melee weapon attack, you can choose to make the attack roll with the lowest of your Strength or Dexterity modifiers instead. If you do so on your turn, you can cast one cantrip with a range other than self as a bonus action, targeting the same creature as the attack.

Peer Review

Starting at 7th level, you understand and harness alternate perspectives to yours. When you cast a spell or cantrip with a range other than self, you can choose to have the spell originate from a point within 30ft of you as if it had been cast from there. Any conditions of the spell such as line of sight or contact with the target are determined from the new source of the spell. You can use this feature a number of times equal to your Intelligence modifier (minimum 1). You regain all expended uses of this feature when you finish a short or long rest.
  At 18th level, the range increases to 60ft

Brink

At 7th level, you understand a new front of magical knowledge, pushing the boundaries on one of your chosen theories to acquire a new skill. You gain one of the following features, you can only choose features that correspond to a class you have studied with Theorycraft.

 










  Bard. You find pattern
to the melodic Musical Theory. You gain
proficiency in one musical instrument of your choice
and you know the Silence spell.
  Cleric The sacred mysteries of Divine Theory speak to you. You know the Ceremony and Augury spells and can cast them as rituals.
  Druid You heed the deceptively complex call of Natural Theory. You can cast the Animal Messenger spell at will.
  Sorcerer You trace the power of Ancestral Theory. You learn two cantrips of your choice from the Sorcerer spell list.
  Warlock The secrets of Eldritch Theory unravel before you. You gain one Eldritch Invocation of your choice that you meet the prerequisites for.
  Wizard You've had a breakthrough in Arcane Theory. You can cast the Detect Magic spell at will.
You gain an additional option from this list at 18th level.

Out of Sight

At 10th level, you understand how others see you. When a creature fails a saving throw against one of your spells you can use your reaction to adjust this perception. The affected creature loses blindsight if it has it and you are invisible to it until the end of your next turn. You can use this feature a number of times equal to your Charisma modifier (minimum 1). You regain all expended uses of this ability on a short or long rest.

Eye to Eye

At 15th level, you draw strength from the varied perspectives around you. You can spend 1 minute focusing on the web of reality to regain a number of uses of Rote Repetition equal to the lowest of your Intelligence, Wisdom and Charisma modifiers (minimum 1).
  Once you use this feature, you can't use it again until you finish a short or long rest.

Full View

At 18th level, you understand all perspectives (very briefly). As a bonus action you can open your mind to the vastness of reality. For 1 minute you gain the following benefits.

  • You gain truesight to a distance of 120ft
  • Your spells and attacks ignore cover
  • When you cast a spell or cantrip, you can choose to have the spell originate from a point within 120ft of you as if it had been cast from there. Any conditions of the spell such as line of sight or contact with the target are determined from the new source of the spell.
  • You gain advantage on Wisdom (Insight) checks
  • You gain the ability to see through solid objects to a range of 120ft

  Once you use this feature, you can’t use it again until you finish a long rest.