Arcane Tradition - Consumption
School of Consumption
Long ago, a great spike of crystal erupted from the center of the ruins of Bael Turath in the Heartlands. Piercing through all the planes of existence, this spike was named the Velot Spire, and the material it is made from, Vel. An organization was built up around it known as the Velot Protectorate, devoted to studying, utilizing, and protecting both the Spire and the Vel from which it is hewn.
A particular wizard in the Protectorate, Mulgrath the Mad, declared that his research led to the conclusion that apotheosis, or at least great power, could be derived from – of all things- eating Vel. Though he was forbidden from pursuing this course of action, he carried through – he chiseled a piece of Vel from the Spire itself, consumed it, and…
Was promptly arrested, tried, and executed for undertaking actions deemed reckless and destructive towards not only the Spire, but Kelden as a whole.
However, having been a wizard of some note and renown, Mulgrath had many students, both in life and after his death. Some who study his research agree with his ideas of eating Vel and, though none are foolhardy enough to attempt straight from the Spire like he, there are many who nonetheless attempt to gain power in the same way. Often, they take it even further, converting themselves slowly to the powerful crystal.
A wizard of the School of Consumption utilizes the wondrous properties of the Vel, turning himself slowly from a creature of flesh and blood into a statue forged of Vel, gaining great powers in the process.
At 2nd level, the Vel has started to strengthen your body and harden your skin. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, when you aren’t wearing armour, your AC equals 13 + your Dexterity modifier.
Fists of Vel
At 2nd level, your fists become harder, and can be used to focus your magical energies. Your unarmed strikes use a d4 for damage. These strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. At 6th level, your strikes use a d6 for damage, and at 14th level they use a d8 for damage.
When you make a melee spell attack, you can add your unarmed strike damage to the effects of the spell. Also, once per turn, when you make a ranged spell attack roll, you can make it as a melee spell attack instead.
Starting at 6th level, the magic of the Vel helps you overcome physical difficulties. You can gain advantage on a Strength, Dexterity, or Constitution saving throw. You must choose to use this ability before you roll the saving throw, and you cannot use this ability again until you finish a short or long rest.
At 10th level, the Vel hardens your mind. Damage cannot break your concentration on spells of 3rd level or lower.
At 14th level, you complete your transformation, and resemble a perfectly sculpted statue of yourself forged from Vel. You are changed by the following ways:
- You do not need to eat, sleep or breath.
- You do not age, and you do not die of old age.
- You are immune to poison damage and to all diseases.
- You are immune to the exhausted, paralyzed, petrified, and poisoned conditions.
- You can use your own magical body as an arcane focus. If you do so, your spell save DC and spell attack bonus each increase by 1.