Academy Philosopher#

Academy philosophers are great thinkers who do not specialize in any particular spell school, but rather spend their time analyzing the nature of reality and applying that learning to their magic. They usually spend many years studying at venerable schools where philosophers from many different disciplines gather. They enjoy participating in endless debates and dialogues, and they always seek to score points on those who champion rival schools of thought.

Academy Philosopher#

Each Philosophy gives you a bonus to a Skill equal to your Intelligence Modifier.

In addition, you gain a feature that you can use a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a Long Rest.

Philosophy: Cynicism#

Cynics believe that one should reject material desires such as wealth and power. They advocate for an ascetic lifestyle, seeking to increase virtue by achieving harmony with nature.

  • Skill: Survival

  • Feature: As a Reaction when you finish casting a spell of level 1 or higher, you gain a number of Temporary Hit Points equal to twice the spell’s level + your Intelligence modifier. You may instead grant these Temporary Hit Points to an ally you can see within 30 feet.

Philosophy: Empiricism#

Empiricists believe that the world must be observed to be understood, and that the goal of philosophy is to understand why things are as they are.

  • Skill: Perception

  • Feature: At the start of your turn, you can closely observe a creature or object you can see within 60 feet. If the target is a creature, you learn its damage Vulnerabilities, Resistances and Immunities. In addition, you gain Advantage on your next attack roll against that target.

Philosophy: Epicureanism#

Epicureans believe that the world is ruled by chance and that appealing to the gods is useless vanity. They believe that happiness is achieved by minimizing pain and living simple lives.

  • Skill: Medicine

  • Feature: When a creature you can see targets you with an attack, you can use your Reaction to impose Disadvantage on the attack roll. If the attack still hits, you gain Temporary Hit Points equal to twice your Intelligence modifier before the damage is dealt.

Philosophy: Stoicism#

Stoics believe that we must develop self-control and fortitude in order to overcome our own self-destructive emotions. They advocate for humility and faith as antidotes to suffering.

  • Skill: Insight

  • Feature: When you are reduced to 0 Hit Points, but not killed outright, you can take a Reaction to expend a spell slot and drop to a number of Hit Points equal to four times the slot expended instead.

Philosophy: Sophism#

Sophists specialize in developing rhetorical and aesthetic powers, and they advocate for principles of excellence and virtue in all endeavors.

  • Skill: Persuasion

  • Feature: As a Bonus action, you can create a dazzling rhetorical display. Choose one creature within 30 feet that can hear or see you. That creature must succeed on a Wisdom saving throw against your spell save DC or suffer one of the following effects (your choice) until the end of your next turn:

Š It has Disadvantage on the next attack roll it makes.

Š It cannot take Reactions.

Š It cannot speak, cast a spell with a verbal component,

or utter a command.

illustrated quote
Eclecticism was a wonderful philosophy. It borrowed the best ideas from everyone. Then someone borrowed it. Now no one’s quite sure where it went. —Kyrah, Goddess of Music
Full-page art, p.270
Full-page art — p.270

Philosophy: Hedonism#

Hedonists believe that pleasure is the supreme good, and that everyone should seek to achieve the immediate gratification of their desires.

  • Skill: Performance

  • Feature: When you regain Hit Points from a spell or ability, you may choose to add twice your Wizard level to the number of Hit Points restored.

Philosophy: Skepticism#

Skeptics believe that to truly possess knowledge of things is impossible. They believe that there are universal truths, but they cannot be understood well enough to shape dogmatic ideas about the world.

  • Skill: Arcana

  • Feature: When a creature you can see within 60 feet casts a spell, you can use your Reaction to sow magical doubt. The target must succeed on a Charisma saving throw against your spell save DC or the spell doesn’t take effect until the start of the creature’s next turn. If the caster dies or gains the Incapacitated condition before that time, the spell fails.

Level 6: Mathematical Principles#

You have spent years solving complex mathematical equations, allowing you to shape your spells with precision. When you make a spell attack roll for a spell of 1st level or higher, you can treat a roll of 9 or lower on the d20 as a 10.

You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a Long Rest.

Level 10: Metaphysical Principles#

When a creature casts a spell with a single target, you can take a Reaction to alter its course. If the spell is an effective level 5 or lower, you choose the target of the spell instead of the caster. If the spell is an effective level 6 or higher, the caster makes a Constitution saving throw and is subjected to the same effect on a failure.

Once you have used this feature, you can’t use it again until you finish a Short or Long Rest.

Level 14: Magical Paradox#

You’ve spent years studying philosophical paradoxes, which allows you to work seemingly impossible feats with magic. Whenever you would lose Concentration on a spell for any reason, you may choose to maintain Concentration instead, as long as you are not Incapacitated. You may use this feature a number of times equal to your Intelligence modifier, and you regain any expended uses after a Long Rest.

illustrated quote
Magic is not a gift to be hoarded nor a weapon to be squandered. It is a burden, and only through wisdom and restraint does it serve the just. —Damon