Vril Caster
Few wizards have heard of the ancient practice of vril casting, and even fewer have sought to master the strange and dangerous techniques necessary to use it. Those who dedicate themselves to the study of vril casting are driven to understand and manipulate the fundamental nature of magic, often putting their own lives at risk in the process.
Vril Vitality
When you choose this tradition at 2nd level, you learn how to channel unspent magical energy into vitality. When you finish a long rest, you regain additional spent Hit Dice equal to half the number of unspent spell slots you had before finishing the long rest, up to your total Hit Dice (minimum of one Hit Die). For example, if you are a 6th-level wizard and cast three 1st-level spells, two 2ndlevel spells, and two 3rd-level spells before the end of your long rest, you have three unspent spell slots (one 1st-level, one 2nd-level, and one 3rd-level), which means you regain four expended Hit Dice at the end of the long rest: three from your normal Hit Dice recovery for being 6th level and one from Vril Vitality.
Vril Transfer
At 2nd level, your mastery over the basic principles of vril allows you to transfer arcane energy in various ways.
Channel Health. Your mastery over the vril that flows through your veins allows you to convert your own life force into raw arcane power. As a bonus action, you can expend Hit Dice to recover an expended spell slot. When you do so, expend a number of Hit Dice equal to the level of the spell slot you are attempting to recover. Roll the expended Hit Dice and add your Constitution modifier to the roll. You immediately lose hit points equal to the total and your hit point maximum is reduced by that amount until you finish a long rest. If you have at least 1 hit point remaining after losing these hit points, you successfully recover the spell slot.
Restore Charges. Your mastery over the flow of vril now allows you control over the energy of magic items. As an action, you can expend a spell slot to restore charges to a magic item you are touching. When you do so, the magic item regains expended charges equal to the level of the spell slot expended, up to the item’s maximum number of charges. This feature can’t restore charges to items that don’t have charges, such as a ring of feather falling, and it can’t restore charges to items that are consumed or cease to be magical once all their charges or uses are expended, such as the
gem of brightness or
restorative ointment.
Absorption
At 6th level, your precise control over vril allows you to absorb the power of others to enhance your own. Whenever you take damage from a spell or magical effect that isn’t bludgeoning, piercing, or slashing, you take the damage as normal, and you can use your reaction to absorb some of the effect’s magical energy. When you do so, make a Constitution saving throw. The DC equals 10 or half the damage you took, whichever number is higher.
On a success, you store that magical energy within your blood for 1 minute. Before the duration ends, you can expend this stored energy (no action required) to enhance one spell of 1st level or higher that you cast. The enhanced spell is cast as if you expended a spell slot one level higher than the spell slot you expended.
You can absorb magical energy in this way a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Overload
Starting at 10th level, your ability to channel your life force into raw arcane power grows. When you deal damage to a creature with a wizard spell, you can expend one or more of your Hit Dice. Roll the expended Hit Dice and add your Constitution modifier to the roll. The creature takes extra force damage equal to the total. If more than one creature takes damage from the spell you cast, you choose which creature takes this extra damage.
Suppress
At 14th level, you can use an action to suppress the vril energy of one creature or magic item you can see. The suppression lasts 1 minute, until you lose concentration on it (as if you were concentrating on a spell), or until you can no longer see the target.
If the suppressed target is a creature, each time it attempts to cast a spell or use a magical effect while suppressed, it must make a Constitution saving throw against your spell save DC. On a success, the spell or effect happens normally. On a failure, the spell or effect doesn’t happen, and the creature loses the spell slot or effect’s use, if the effect’s use is limited.
If the suppressed target is a magic item, it functions as a nonmagical item of its type for the duration of your suppression. This effect otherwise works like the magic items aspect of the
antimagic field spell.