Thaedros Subclasses

Wizard: School of Eldrite Wizardry

Scholars who study the unique magical properties of eldrite, bending its conductive nature to their arcane will.

Wizard: School of Eldrite Wizardry

When the Diaspora closed the worldgates and stranded humanity on Thaedros, the fundamental rules of magic changed overnight. Spells that once worked flawlessly failed. Familiar arcane principles bent in unfamiliar ways. Every wizard who crossed into this new universe had to relearn their craft from first principles.

Over 150 years, the wizards of Thaedros adapted. They rewrote their spellbooks, adjusted their theories, and slowly rebuilt the foundation of arcane knowledge. But some went further. They looked to the alien substance their new world offered: eldrite.

Wizards of the School of Eldrite Circuitry stand at the bleeding edge of magical research. By inscribing arcane circuits directly into their flesh using refined eldrite ink, they've created a new form of spellcraft—one that turns the wizard's own body into a living grimoire. It's dangerous work. Eldrite is volatile, toxic to the unprepared, and burns when pushed too hard. But for those willing to bear the pain and risk, it offers power that no spellbook can match.

These wizards are researchers first, experimenters by necessity. They test the limits of what eldrite can conduct, what flesh can endure, and what magic can become when freed from parchment and ink.

Subclass Features

3rd Level: Eldrite Savant

Choose two Wizard spells from the Transmutation school, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Transmutation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

3rd Level: Student of Eldrite Spell Circuitry

You gain the following benefits:

  • You gain the Mage Hand cantrip if you don't already have it. If you already have Mage Hand, you may replace it with another Wizard cantrip.
  • You become proficient with artisan's tools (calligrapher's supplies and smith's tools), which you use to inscribe Spell Circuit Tattoos—arcane spell patterns infused into your skin.
  • You can use Refined Eldrite as a spellcasting focus.

3rd Level: Eldrite Circuit Tattoos

You have studied Eldrite spell cores used by the Warforged of Thaedros and learned to inscribe similar arcane circuits into your own flesh using specialized Eldrite ink.

Tattoo Capacity: You can inscribe a number of spell levels worth of tattoos equal to your Constitution modifier + your Wizard level + your proficiency bonus.

  • A level 1 spell requires 1 point of available capacity (a small circuit on your forearm, for example).
  • A level 2 spell cast with a level 3 slot requires 3 points (such as a sleeve tattoo).
  • A level 9 spell requires 9 points (like a full-back tattoo spreading down your arms and legs).

Inscription Rules:

  • You can inscribe any spell you can normally cast and have an available spell slot for.
  • Inscribing a tattoo requires 2 hours per spell level and consumes 100 gp worth of Eldrite ink per spell level.
  • Tattooed spells still require their verbal, somatic, and material components, unless otherwise noted.
  • Spells cast from tattoos use the level they were inscribed at and your spellcasting ability as normal.

High-Level Spell Risk: Spells above 5th level generate extreme heat. When casting such a spell from a tattoo, you must make a Constitution saving throw (DC 8 + spell level) or take 1d6 fire damage per level above 5th.

Tattoo Removal: Removing a tattoo requires 4 hours per spell level and a Constitution saving throw (DC 8 + spell level). On a failure, you gain one level of exhaustion.

  • Higher-level spells take multiple days to remove, requiring a save each time.
  • Once removal begins, the spell circuit can no longer be used but still occupies space until completely erased.
  • The removal process time is halved if aided by an Eldrite Engineer Artificer.

Circuit Damage: When you become bloodied (reduced to half HP or lower), roll 1d10.

  • If the result matches the level of any tattooed spell, that circuit is temporarily damaged and unusable until you heal above half HP.
  • On a 10, the damage misses your tattoos entirely.
  • If multiple spells share the same level, the DM chooses which one is disabled.

6th Level: Inscribed Arcana

You refine your mastery over spell circuit activation, allowing you to ignore verbal components for tattooed spells. Additionally, your body becomes a more efficient spell medium, increasing your total tattoo capacity.

Capacity Formula: Constitution modifier + Wizard Level + (2 × Proficiency Bonus)

Inscribe Others: You can inscribe temporary tattoos on others, granting them single-use access to wizard spells you know. However, Eldrite is toxic to those untrained in its use.

  • You can inscribe a single spell tattoo of level 4 or lower onto another creature.
  • For spells above 4th level, the recipient suffers -1 Constitution per level while the tattoo remains.
  • The recipient automatically takes the fire damage from high-level spell tattoos (no saving throw).
  • The tattooed spell is cast at its inscribed level, consuming one of your spell slots at the time of inscription.
  • The recipient uses your spell save DC, but their own attack bonus for spell attacks.
  • The tattoo fades when used. A recipient cannot receive another spell tattoo until they finish a Long Rest.

10th Level: Focused Flesh

Your mastery of spell circuit refinement allows for more efficient tattoos, and you've learned to push your circuits in moments of crisis.

Enhanced Capacity: Your tattoo capacity increases.

Capacity Formula: Constitution modifier + Wizard Level + (3 × Proficiency Bonus)

Heat Resistance: When taking damage from casting a high-level tattoo spell, you can halve the damage a number of times equal to your Constitution modifier per Long Rest.

Living Focus: Your tattoos now serve as an arcane focus, allowing you to ignore material components unless they have a gold cost.

Circuit Overload: Once per long rest, when you cast a spell from a tattoo, you can overload the circuit to cast it at one level higher than inscribed without expending a spell slot. You still take the fire damage as normal if applicable, and the overloaded circuit becomes unusable until you finish a long rest.

14th Level: Living Grimoire

Your body has become a living spellbook, the culmination of post-Diaspora magical research.

Master's Capacity: Your tattoo capacity reaches its peak efficiency.

Capacity Formula: Constitution modifier + Wizard Level + (4 × Proficiency Bonus)

Eldrite Resilience: Your exposure to Eldrite strengthens your body, granting +1 Constitution (max 20).

Enhanced Circuit: You can enhance one spell circuit of level 5 or lower, allowing it to be cast a number of times per Long Rest equal to your Constitution modifier without using a spell slot.