Yeoizard

People with great dedication to Yeoizm may find themselves becoming a master of Yeoizm - a Yeoizard. Yeoizards specialise in summoning spells and area of effect spells (Yeoizm Spells), given that their powers come from the great Aurelius Yeo, who is a master of summoning and crowd control. Before being gifted with stronger powers, Yeoizards must fist pass trials and tribulations to show their dedication to the great Mr Yeo.

Class Specifications
The class specifications of a Yeoizard are as follows:

Hit Points
The Yeoizard has slightly more health compared to a conventional Wizard, but this benefit does have some downsides, which include a lesser range of spells (mainly Conjuration, Evocation and Abjuration) than the conventional Wizard.
 * Hit Dice: 1d8 per Yeoizard level
 * Hit points at first level: 8 + Constitution modifier
 * Hit points at higher levels: 1d8 + Constitution modifier per Yeoizard level after 1st

Starting Proficiencies
The Yeoizard is proficient with the following items, in addition to any Proficiencies granted by the Yeoizard's race and/or background.
 * Armour: Light
 * Weapons: daggers, darts, slings, quarterstaffs, light crossbows, whips
 * Tools: Learning Device, Dragonchess set
 * Saving Throws: Inteligence, Wisdom
 * Skills: Choose two from Arcana, History, Insight, Investigation, Medicine and Perception

Starting Equipment
The Yeoizard starts their journey dedicated to the great Mr Yeo with these items, in addition to any provided by his/her background.
 * A Quarterstaff or a dagger
 * A component pouch or a Learning Device (Yeoizm arcane focus)
 * A Scholar's Pack or an Explorer's Pack
 * A Spellbook
 * A Bag of Holding

Class Features
As a Yeoizard, one gains these class features:

Divine Summoning
From 1st level, once per long rest, the Yeoizard can use an action to call upon the divine powers of Mr Yeo and summon one of the following: At the 7th level, the Yeoizard can now summon one of the following: At the 13th level, the Yeoizard can now summon one of the following: At the 20th level, the Yeoizard can now summon one of the following: The creatures disappear when their hit points reach 0, when the effect is dispelled on a bonus action, when the Yeoizard is Incapacitated, Unconscious or has their hit points reduced to 0. The creatures are friendly towards the caster and any allies of Mr Yeo. The creatures will comply with any simple instructions that do not involve bringing harm to themselves or allies of Mr Yeo. The creatures will be hostile to enemies of Mr Yeo or anyone that deals damage to them.
 * 4 CR 0 Lawful creatures
 * 2 CR 1/8 Lawful creatures
 * 1 CR 1/4 Lawful creature
 * 4 CR 1/4 Lawful creatures
 * 2 CR 1/2 Lawful creatures
 * 1 CR 1 Lawful creature
 * 4 CR 1/2 Lawful creatures
 * 2 CR 1 Lawful creatures
 * 1 CR 2 Lawful creature
 * 4 CR 1 Lawful creatures
 * 2 CR 2 Lawful creatures
 * 1 CR 4 Lawful creature

Yeoizm Specialisation
At the 2nd level, the Yeoizard chooses which area of Yeoizm they wish to specialise in. The Yeoizard may choose one area from the specialisations below.

Bringer of Desolation
The Bringer of Desolation is a Yeoizard that specialises in de-buffs and crippling enemies of Mr Yeo. The Bringer of Desolation has these features:

Grievous Immunity
From the 2nd level, the Bringer of Desolation has advantage for saves against being Charmed and cannot be put to sleep by magical means. If the Bringer of Desolation is Charmed, he/she may make a Wisdom save against the spell save DC at the start of its turn to end the effect early.

Locus of Immorality
From the 2nd level, the Bringer of Desolation can cast Lost Compass as a bonus action without expending a spell slot. This feature cannot be used again until the next long rest.

Blinding Misdirection
From the 6th level, the Bringer of Desolation can cause all creatures unfriendly towards the Bringer of Desolation in a 30 ft radius sphere to make a Constitution save or be Blinded and unable to cast spells under 3rd-level requiring concentration on a failure. Any active spells under 3rd-level cast by the affected creatures that require concentration end immediately. This effect can only be used once a long rest.

At the 9th level, 11th level, 15th level and 17th level, the maximum spell level that is affected becomes 4th-level, 5th level, 6th level and 7th level respectively.

Margin of Error
From the 10th level, when a creature within 30 ft of the Bringer of Desolation makes a saving throw, the Bringer of desolation may choose to roll a 1d4 and subtract the result from the value of the creature's saving throw. This feature can only be used once per long rest

At the 15th level, 17th level and 19th level, the dice rolled becomes 1d6, 1d8 and 1d10 respectively.

Utter Despair
From the 14th level, the Bringer of Desolation may choose to don a magical mantle of despair, causing all creatures unfriendly towards the Bringer of Desolation to be Frightened as long as the creature is within 30 ft of the Bringer of Desolation. Hostile creatures in range cannot cast spells with the creature of desolation as the target. This effect ends when the Bringer of Desolation is Unconscious or has its hit points reduced to 0. This feature can only be used once per long rest.

Bearer of Blessings
The Bearer of Blessings is a Yeoizard that specialises in supporting allies of Mr Yeo. The Bearer of Blessings has these features:

Yeo Protection
From the 2nd level, the Bearer of Blessings and friendly creatures in a 30 ft radius have advantage for saving throws against being Charmed and cannot be put to sleep by magical means.

Godspeed
From the 2nd level, the Bearer of Blessings may use a bonus action to increase the movement speed of itself and all friendly creatures in a 30 ft radius by 10 ft. This feature can only be used once per long rest.

At the 6th, 11th and 17th level, this feature can be used 2 times, 3 times and 4 times per long rest respectively.

Divine Wisdom
From the 6th level, friendly creatures in a 30 ft radius can add the Wisdom modifier (minimum 1) of the Bearer of Blessings to Wisdom checks and saving throws that they make. The Bearer of Blessing has advantage on all Wisdom checks and saving throws.

Armour of Yeo
From the 10th level, the Bearer of Blessings may use a bonus action to increase its AC and the AC of all friendly creatures in a 30 ft radius by its Wisdom modifier (minimum 1) for up to 10 minutes. The effect can be dispelled without using an action. This feature can only be used once per long rest.

Yeo-generation
From the 14th level, the bearer of Blessings can cast one of the spells listed below without using a spell slot. This feature can only be used once per long rest.
 * Aura of Life
 * Greater Restoration
 * Revivify
 * Heal
 * Prayer of Healing (at 5th level)

Spellcasting
As a student of Yeoizm, the Yeoizard has a spellbook containing spells that show the first glimmerings of their power. However, this arcane blessing from Mr Yeo does not come easily. The Yeoizard must show aptitude in the arcane arts before being bestowed with this power.

Cantrips
At 3rd level, the Yeoizard knows 3 cantrips of their choice from the Yeoizm Spell List. The Yeoizard learns additional Yeoizm spells of thier choice at higher levels, as shown in the Cantrips Known column of the Yeoizard table.

Spellbook
At 3rd level, after being bestowed the arcane blessings from Mr Yeo, the Yeoizard has a spellbook containing ten 1st-level Yeoizm spells of their choice. The spellbook is the repository of the Yeoizm spells the Yeoizard knows, except their Cantrips, which are fixed in their mind.

Preparing and Casting Spells
The Yeoizard table shows how many Spell Slots one has to cast their Spells of 1st-level and higher. To cast one of these Spells, one must expend a slot of the spell's level or higher. One regains all expended Spell Slots when a Long Rest is finished.

One prepares the list of Yeoizard Spells that are available to be casted. To do so, choose a number of Yeoizm Spells from one's Spellbook equal to their Intelligence modifier + their Yeoizard level (minimum of one spell). The spells must be of a level for which one has Spell Slots.

One can change their list of prepared Spells when he/she finishes a Long Rest. Preparing a new list of Yeoizard Spells requires time spent studying one's Spellbook and memorizing the incantations and gestures one must make to cast the spell: at least 1 minute per Spell Level for each spell on the list.

Spellcasting Ability
Wisdom is the Spellcasting Ability for casting Yeoizm Spells, since one learns their spells from Mr Yeo's blessings. One uses their Wisdom whenever a spell refers to one's Spellcasting Ability. In addition, one uses their Wisdom modifier when setting the saving throw DC for a Yeoizm spell one casts and when making an Attack roll with one.
 * Spell save DC = 8 + Proficiency Bonus + Wisdom Modifier
 * Spell attack modifier = Proficiency Bonus + Wisdom Modifier

Ritual Casting
One can cast a Yeoizard spell as a ritual if that spell has the ritual tag and the spell is in the Spellbook. One doesn't need to have the spell prepared.

Spellcasting Focus
One can use a Learning Device as a Spellcasting Focus for one's Yeoizm spells.

Learning Spells of 1st Level or Higher
Each time one gains a Yeoizard level, one can add two Yeoizard Spells of one's choice to the Spellbook for free. Each of these Spells must be of a level for which one have Spell Slots, as shown on the Yeoizard table. On one's adventures, one might find other Spells that can be added to one's Spellbook (see “Your Spellbook”).

Yeoizm Dedication
From 10th level, the Yeoizard's dedication to serving the great Mr Yeo is recognised by the man himself, who bestows upon the Yeoizard speical powers that can further evolve at a later stage. Mr Yeo grants the Yeoizard command over the Education Relevancy spell, which is always prepared and does not count towards the number of spells prepared or the number of spells known.

At the 14th level, the Yeoizard's divine gift evolves, and can manifest itself in one of two ways shown below. The Yeoizard has the ability to direct this evolution to manifest in the way he/she desires, choosing one manifestation from the list below.

Summoner's Will
At the 14th level, the Yeoizard's divine blessing evolves and manifests itself in the form of a summoning ability. The Yeoizard gains command over the Divine Summon spell, which is always prepared and does not count towards the number of spells prepared or the number of spells known.

Yeo's Shield
At the 14th level, the Yeoizard's divine blessing evolves and manifests itself in the ability to summon Mr Yeo's divine powers of shielding to protect themselves from harm. The Yeoizard has a store of 3 d8 dice. When a hostile creature is attempting to attack the Yeoizard or allies of the Yeoizard in a 30 ft radius, the Yeoizard can choose to use any number of d8 die (deducted from the Yeoizard's store of die), subtracting the value of the roll from the attacker's roll to hit or the damage roll (reduced to a minimum of 0).

At the 19th level, the store of die becomes a store of 5d8.

Yeoizm Devotion
At the 18th level, the Yeoizard is imbued with the powers from Mr Yeo, and has the ability to channel that power through himself/herself, causing all creatures who attack the Yeoizard (physically, magically or using a spell) to take 1d10 + Wisdom Modifier radiant damage immidiately after the Yeoizard takes damage. All attacks made by the Yeoizard is a magical attack for all purposes. The Yeoizard gains a golden sheen that illuminates the area around him/her in a 30 ft radius, turning darkness to dim light and dim light to bright light in that range. The Yeoizard has disadvantage on steath in darkness when this ability is in effect. The Yeoizard can turn this ability off and on at will, and has a maximum use count per long rest equal to the Yeoizard's Wisdom Modifier.

Yeo Blessing
When a Yeoizard shows extreme devotion to the glorious figure that is Mr Yeo, he does not fail to reward. The Yeoizard can choose from one of these blessings when he/she reaches the 20th level:
 * A creature of choice (below or equal to CR 6) from the Pang Realm that follows and is subservient to the Yeoizard, and remains in the Material Plane even when its hit points reach 0. If the creature is permanently rendered unusable (permanent death, etc.) or is unable to find its way back to the Yeoizard by itself, the creature returns to the Pang Realm and the Yeoizard may summon another creature of choice from the Pang Realm below or equal to CR 6.
 * The Yeoizard chooses two spells in their spellbook that they already know that is always prepared and does not count towards the number of spells prepared.
 * The ability to teleport to the Pang Realm at will, bringing along a number of creatures not exceeding the sum of the Yeoizard's Wisdom Modifier, and items of a net weight not exceeding twice the carrying capacity of the Yeoizard. After this ability is used, the Yeoizard must take a long rest immediately after, and roll a d100, getting to ability back if the roll is above 75. On a failure, the Yeoizard may try again at the end of the next long rest.