Wavelength (Wizard Archetype)
Wavelengths are wizards reborn for a neon-drenched epoch. They read the hum beneath cities and shape that hum into spells—broken packets become storms, whispered broadcasts become mind-hooks. Feared as much as revered, they are hackers of the arcane, equal parts scholar and street magician. Their power comes from knowledge: code, protocol, and the languages of machines. Wavelengths can turn a city's infrastructure into their canvas and its security into their instrument.
Class Features
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Spellcasting
Static Spark (Cantrip)
You hurl a crackle of ionic energy. Make a ranged spell attack. On hit, the target takes 1d8 lightning damage (scales as cantrips). On a hit against a device or construct, the target also takes 1 extra damage die.
Packet Cloak (Cantrip)
You wrap yourself in a veil of shifting code. For the duration, you gain +1 to Dexterity (Stealth) checks and lightly obscure yourself; enemies have disadvantage on Perception checks that rely on sight to detect you.
Scan Pulse
You send a pulse across nearby systems. Choose a point you can see; creatures and devices in a 30-foot radius are scanned: you learn the number of creatures, whether they are living, constructs, or constructs with AI, and whether they hold active security measures. Creatures that are invisible are revealed as translucent images to you for the duration if they fail a Wisdom saving throw.
Corrupt File
You infect a creature or device with a mischief routine. A creature must make an Intelligence saving throw. On a failure, the target has disadvantage on one skill of your choice and treats tools and devices as malfunctioning (disadvantage on use) for 1 minute. On a device, it checks and loses functionality for the same duration unless it succeeds on a Constitution save.
When cast using a spell slot of 2nd level or higher, the duration increases by 1 minute per slot level above 1st.
Mirror Packet
You create an illusory duplicate of a creature on the network or a holographic decoy in the real world. The decoy takes actions you direct. If attacked, it has AC 10 + your Intelligence modifier and 1 hit point per caster level. If destroyed, the illusion collapses.
At higher slots, the decoy gains additional hit points (1 HP per two slot levels).
Packet Storm
You unleash a flurry of compressed data shards at a point. Creatures in a 15-foot radius must make a Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much on success. Constructs and devices take an extra 1d6.
When cast with higher-level slots, add 1d6 lightning damage per level above 2nd.
Backdoor
You create a vulnerability in a device or a creature's defenses. A device becomes susceptible to attacks (vulnerable to one damage type you choose) and grants you advantage on attempts to manipulate it. A creature's armor or natural defenses are reduced: it takes an extra 1d8 damage from your spells and has disadvantage on saving throws against your spells for the duration.
At higher slots, the additional damage die increases by 1d8 per slot above 3rd.
Viral Cascade
You unleash a spreading corruption that clings to constructs and living minds. Choose up to three targets within range. Each target must make an Intelligence saving throw. On a failure, constructs take 6d8 psychic/lightning damage and are stunned for 1 round; living creatures take 4d8 psychic damage and suffer disadvantage on Intelligence-based checks for 1 minute.
Increase damage dice by 1d8 per slot level above 4th.
Protocol Lock (Dominate Protocol)
You attempt to seize a target's brief access protocols. One creature you can see must make a Wisdom saving throw. On a failure you control its actions for the duration (as dominate person but flavored as hijacking its short-term decision layer). Each time the target takes damage it can make another save to end the effect.
When cast at higher slots, you may target an additional creature for each slot level above 5th.
Archive Rewind
You rewind a small location's recent data: you and your allies can choose to reverse one non-permanent action that occurred within the last minute (objects returned to previous positions, a trap untriggered, a single spell's effect rewound). This cannot restore hit points or reverse death. The DM adjudicates plausibility.
System Collapse
A wave of corrupt logic shatters fragile systems. Non-magical constructs and devices in radius take 10d8 thunder and psychic damage (half on save). Creatures in the area that rely on tech suffer disadvantage on attack rolls and ability checks for 1 minute unless they make a Constitution saving throw.
Damage increases by 1d8 per spell slot level above 7th.
Singularity Anchor
You create a temporary micro-singularity of information. For the duration, you may manipulate the flow of time for devices and systems in range: reduce cooldowns, accelerate processes, and force constructs to make saving throws at disadvantage. Hostile creatures in the area take 12d8 force damage on a failed Constitution saving throw and are restrained by virtual cords for the duration if they fail by 5 or more.
Transformations
Gridform
You partially convert your body into a semi-digital avatar. Your skin shimmers with lines of code, you can pass harmlessly through small electronic apertures, and you gain advantage on Dexterity (Stealth) checks in areas with signals.
+2 AC while within 30 feet of active networks, immune to being blinded by visual static, resist lightning damage
You can attempt to interface with a device as an action at disadvantage unless you spend Bandwidth.
You cannot attack with non-tech melee weapons without breaking Gridform (counts as ending the effect).
Daemon Merge
You call forth a portion of your daemon companion and fuse with it, gaining its senses and one feature of the daemon for a short time.
You gain the daemon's darkvision (if any) and one feature (chosen when merging)., You can act through the daemon at range up to 60 feet.
While merged you can command the daemon to take the Help action as a bonus action and to deliver touch spells.
If the daemon is destroyed while merged, you suffer psychic feedback equal to 2d8 psychic damage.
Overclock
A short, powerful boost to brain and code. For the duration you can cast spells more quickly and with greater effect.
You can cast one additional spell of 3rd level or lower without a slot (once during Overclock)., You have advantage on Intelligence checks and saving throws.
Each time you cast a spell during Overclock you may choose to spend 1 Bandwidth to give it +1d6 damage (stacks).
When Overclock ends you gain one level of exhaustion.
Auras
Signal Aura
You emit a faint cascade of holographic noise.
Allies in range gain +1 to Stealth and advantage on checks to hide from electronic surveillance. Enemies that rely on sensors have disadvantage on perception checks while within the aura.
Always-on while you choose to enable (counts as a bonus action to toggle)
This aura can be toggled on or off.
Firewall Halo
A protective ring of corrupted code that shields those near you.
Allies in range gain resistance to one damage type of your choice (chosen when you enable the halo) and advantage on saves against mind-affecting effects.
Activate as an action, lasts 1 minute or until you toggle off.
This aura can be toggled on or off.
Companions
Daemon (Minor)
Level 6A hovering holographic assistant, a daemon is a small program given form. It scouts, stores data, and can deliver spells you cast as touch.
Perception + your proficiency if you trained it
darkvision 60 ft, detect signals within 30 ft
Deliver Touch Spells: When you cast a spell with a range of touch, the daemon can deliver it as if it had cast the spell., Scout: Can move and report sensory data as a bonus action., Small Holoform: Hard to hit by physical attacks (treated as lightly obscured and gains +2 to AC vs non-tech attacks).
Follow (always), Scout (bonus action), Deliver (use when casting touch spells)
Level 6: Daemon HP increases by +10 and fly speed increases by 10 ft.
Level 10: Daemon gains resistance to lightning and psychic damage.
Level 14: Daemon can act independently for 1 full round and has improved attack routines.
Class Features
Wavelength Deck (Spellbook) (Level 1)
Bandwidth Core (Level 1)
Signal Sense (Level 2)
Gridstride (Level 3)
Resource Cost: 1 Bandwidth per use
Bootstrapped Scripts (Level 3)
Corrupting Touch (Level 6)
Resource Cost: Uses refresh on a short rest
Daemon Companion (Level 6)
Firewall Halo (Level 10)
Resource Cost: 1 Bandwidth
Quantum Cache (Level 10)
Overclock (Level 14)
Resource Cost: 2 Bandwidth
Master Protocol (Level 18)
Resource Cost: 5 Bandwidth
Singularity Release (Level 20)
Resource Cost: Once per long rest
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