School of Dominion

by luxlacuna

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School of Dominion

To those ignorant of the arts of magic, dominion and enchantment seem one and the same—superseding the will of another with your own. This is forgivable, but inaccurate nonetheless. Enchantment is to dominion the way a dagger is to a greatsword. Those that study dominion will be quick to say that enchantment is not inferior. It is a fine and subtle instrument. Dominion is neither.

The soul is a tricky thing, but in the end, it can be simplified into a series of variables. And like any variable, it is susceptible to manipulation. Once a wizard realizes their soul is a far more powerful tool for subjugating minds than enchantments are, the door to dominion is opened.

Wizards of this school are not inherently evil, but loose or nonexistent morals are not uncommon in practitioners. The ones that preserve their integrity face temptation daily. For the few who know of the school, most see it the way peasants see necromancy. Only enchanters truly understand, but even they don't always agree.

School of Dominion Features
Wizard
Level
Feature
2nd Evaluate Potential, Supplant Will (CR 1)
4th Supplant Will (CR 2)
6th The Power of Authority, Supplant Will (CR 3)
8th Supplant Will (CR 4)
10th Controlled Apathy, Imperious (CR 6)
11th Imperious (CR 7)
12th Imperious (CR 8)
13th Imperious (CR 9)
14th Reign Eternal, Imperious (CR 10)
15th Imperious (CR 11)
16th Imperious (CR 12)
17th Imperious (CR 13)
18th Imperious (CR 14)
19th Imperious (CR 15)
20th Imperious (CR 16)

Evaluate Potential

Beginning at 2nd level, you can swiftly judge the willpower of nearby creatures. When you roll initiative, or as an action, choose a number of creatures you can see up to your Intelligence modifier (minimum of 1). You learn the challenge rating of each creature which you are able to possess with your Supplant Will feature.





























Supplant Will

At 2nd level, you are able to invade the body of another creature. As an action, choose a beast, humanoid, or monstrosity you can see within 60 feet of you. You can possess the chosen creature by expending spell slots with a combined level greater than the creature’s challenge rating. You can't possess a creature with a challenge rating greater than half your wizard level.

While possessing the creature, you control it. Your body and equipment disappear and your game statistics are replaced by the statistics of the creature. You retain your alignment, your Intelligence, Wisdom, and Charisma scores, and the benefits of your own class features. You can't use any legendary actions, lair actions, or class features of the creature.

The creature resists you, causing arcane disruptions. While it resists, make an Wisdom saving throw at the end of each of your turns or gain disruptions equal to the creature’s challenge rating (minimum of 1). The DC equals 12 + half its challenge rating. If you succeed three times, the creature stops resisting and dies when you return to your body. If you fail three times, you immediately return to your body. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind.

You return to your body after 5 minutes, if the creature dies, or if you use an action to return.

When you return to your body, it appears within 5 feet of the creature. Take 1d8 force damage for each disruption you have, removing them. If the creature is alive, it takes its turn immediately after yours.

The Power of Authority

At 6th level, command is a wizard spell for you, and you add it to your spellbook.

In addition, when you use your Supplant Will feature, you gain temporary hit points equal to half your wizard level, and you can target giants, oozes, and plants.

Controlled Apathy

At 10th level, you find it harder to relate to the beings around you. You gain resistance to psychic damage and retain it when possessing a creature.

Imperious

Starting at 10th level, you can use your Supplant Will feature to possess creatures with challenge ratings up to your level in this class - 4.

In addition, when you use your Supplant Will feature, you can target elementals and fey.

Reign Eternal

At 14th level, you have the ability to sustain weak bodies forever. When you possess a beast, humanoid, or monstrosity whose challenge rating is less than your Wisdom modifier, you don't return to your body after 5 minutes. Additionally, if you return to your body from this creature as an action, you can expend a spell slot of 1st-level or higher. If you do, the creature is incapacitated indefinitely. If you possess it again, the creature doesn't resist you and has a challenge rating of 0.

If you know the clone spell, you can cast it on a humanoid incapacitated in this way to keep it alive indefinitely. The humanoid counts as a fully matured clone as described by the spell.

In addition, when you use your Supplant Will feature, you can target aberrations, celestials, dragons, and fiends, but you count the creature's challenge rating as if it were 1 higher.





Art Credit

Sorcerer by David Michael Wright - Sorcerer, Crypts & Things by D101 Games