TEXT: Vyzorn
  A Race of Beholderspawn Humanoids Formed By Aberrant Egos and Ids
  By Christopher Zito
  
  A Nightmare Come True
  Dear Orb,
  I saw them again. Those humanoids, skulking about the mines I set up for them so they would circumvent my lair. I wretch at
  the idea of those pink fleshy hairless apes getting so much as a glance at me, and yet through prying eyes in the paintings I left in
  the halls, and through all my scrying orbs I littered throughout the walls I can't help but admire them from afar. To be formed and
  shaped into imperfections that make them so unique and multifaceted, it's bizarre to think that I urge to be like them in some way,
  I the great and powerful Beholder Nezmuruul to divulge in the idea to take the form of such lowly yet intriguing creatures. I will
  continue to study their movements through the mine's traps I have laid for them and document their actions for future research,
  when they have gone; or perished, will I rest easy.
  -21.10.1107
  Dear Orb,
  As expected the humanoids have perished to my pitfalls and minions, they are now apart of my vast collection. Once I am done
  recording their material possessions I will lock away the corpses for future study. A sense of glee fills me as my mind races at the
  possibilities before me. Shall I make one of them my thralls? Shall I harvest their bodies for arcane components and magics? Or
  will the bodies show me more exotic examples to fill my vast library of anatomical illustrations? Whatever the case may be, with
  these specimens my mind will wander and dream of a vast array of new ideas and wonders these bodies will provide my curious
  mind. In any case, I shall have my minions send out more invitations to foolish adventurers to seek a false treasure, I require a new
  crop of humanoid specimens for my research, but until then I will slumber.
  -23.10.1107
  Dear Orb,
  WHAT HAVE I DONE!? THIS WAS NOT WHAT I DESIRED FOR! GODS, IT IS HIDEOUS, GET IT OUT OF MY
  LABORATORY-
  -Scrying Orb Recordings from the Mines of Keltorah
  Adrift the Never-Ending Winds
  The Vyzorn's origins are often met with controversy and
  confusion as the most earliest documentation of their
  existence claims they are Beholderkin, creatures born of a
  Beholder's vivid dreams who longed to be humanoid. Often
  times researchers claim this theory is nonsense and that the
  home realm of the Vyzorn, Pandemonium, is that they have
  evolved from bat like beings to ride the never ending
  turbulent winds of chaos. Some even claim that the smallest
  of the Vyzorn's origins stem from wee folk races becoming
  vampires who prey upon larger races. Whatever the case may
  be, Vyzorn in any realm are all the same, chaotic balls of piss
  and vinegar as their emotions flucuate violently and with little
  sway. Vyzorn come in two racial varients immitating the size
  of Humans and Halflings, the Mazer and the Binn.
  The Mazer stand around the same height of an average
  humanoid creature and are more in touch with their creator's
  powers, having active imaginations with the strength and
  creative drive to see their plans through, however due to their
  ties to Beholders their personalities clash with their
  originator's paranoia and fears of anything other than
  themselves. A Mazer's eye has the same potential powers as
  any Beholder and is varied from one Mazer to another, their
  powers often flux and morph becoming different or more
  potent as they age. Along with their beholder like eyes,
  Mazers have long bat like webbings along the inside of their
  arms granting them flight and massive clawed talon like feet
  to grab prey. With a combination of these features, a Mazer's
  talons could lend themselves to aerial combat, subduing
  targets with their gazes or picking off ranged attackers from
  their hiding spots. The drawback to this would be to easing a
  Mazer's mind and concentration to stay on a single task as
  their wants, needs and desires can shift at a moments notice.
  The Binn, while technically are the first born of the two
  races, are small and physically lacking in strength, but their
  aerial acrobatics are second to none flying amongst the
  turbulent gales of Pandemonium. They fly in nomadic packs
  from location to location in search of warm fresh blood to
  drink from other creatures using their piercing gazes to
  restrain their victims in various magical debilitating ways.
  Binn will sometimes form societies in caves, mountainsides,
  and woods near other race's settlements and even make
  themselves known to their neighbors for trade and services
  for some coin, goods, and of course a nice warm bottle of
  blood. Binn are more cunning and calculating then their taller
  kin able to focus on one task with intense concentration,
  however their pride and egos match that of their creators
  having them believe they are of a higher calling and status
  then most other races. This pride has created a self imposed
  a social rift between the Mazer and the Binn as the races will
  use any physical attributes, magical merits, or any other
  attribute they possess to prove they are their creator's
  "favored" of the Vyzorn race.
  1
  
  You Got A Friend In "Me"?
  Vyzorn adventurers are not uncommon, their wanderlust and chaotic natures are greatly used in missions of assassinations,
  distractions, and scouting by their employers. Vyzorn are not so restless to never settling down and create friendships and homes
  with other races, often craving the attention and trust in others as the reason most Vyzorn are nomadic in the first place is
  paranoia and fear of more intimidating races just like their creators. The common reason for joining a band of adventurers? For
  the Mazer it is simply to please their curiosity and vivid imaginations, to find others who will either join them in such escapades or
  simply accept their wild personalities. The easiest way to a Binn's heart is giving some of the blood that pumps through your own,
  or your enemy's viens, along with a stroke of the ego, as they wish to find acceptance in acknowledgment for a job well performed.
  Mazer
  Your Mazer has the following features.
  Ability Score Increase. Your Strength score increases by
  2 and your Charisma score increases by 1.
  Age. Vyzorn mature at age 13 and can naturally live up to
  90. Vyzorn born from a Beholder's will are created at their
  matured age from the start, however Vyzorn are capable of
  being created by normal humanoid conception.
  Alignment. Mazer are chaotic, often lost in their own
  minds. Their wills and decisions often swayed by whim and
  fancy at a moments notice, as such it is rare to ever see a
  Mazer who falls under a lawful moral compass.
  Size. Mazer are Medium, varying from 4'5 - 6'5 feet tall.
  Speed. Mazer rarely walk and rather take flight as their
  primary mode of transportation. You have a base walking
  speed of 25 feet.
  Flight. Mazer have webbing that form leathery wings along
  the inside of their arms and into the palms of their hands.
  You have a base flight speed of 30ft.
  Darkvision. A Mazer's large eye can see great distances
  within dark caves or night skies. You are able to see 60ft
  within darkness.
  Beholder's Gaze. A Mazer's eye is simmilar in
  composition to a Beholder's thus their gaze have various
  reality warping effects on creatures that look into it. Choose
  one gaze from the Vyzorn Gaze Effect List at character
  creation, as an action you can apply the gaze to one creature
  you can see within 30ft. The target must make a Wisdom
  saving throw vs 8 + proficiency + your Charisma Modifier, on
  failure the target suffers the effect of your chosen gaze. The
  target must make another Wisdom saving throw at the start
  of it's next turn or continue to suffer the gaze's non damage
  dealing effect. Attempting to use your gaze on a target further
  than 30ft away will have disadvantage. You can use your gaze
  feature 1 + your Charisma modifier times per long
  rest(Maximum 5).
  Clawed Grasp. A Mazer's feet are equipped with large
  hook like claws and are large enough to grasp most
  humanoid shaped creatures by the arms to carry away into
  the air. Mazers have a natural Rake attack that deals 1d6
  Slashing + Strength modifier. On a successful hit, as a bonus
  action a Mazer can attempt to grapple a target. On failure, the
  target is restrained, on the start of it's next turn the target
  may attempt to escape the grapple. While grappling a
  creature with it's feet, a Mazer can continue to fly at full
  speed.
  Languages. Binn can read, write and speak Deep Speech
  and Common.
  2
  
  Binn
  Your Binn has the following features.
  Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1.
  Age. Vyzorn mature at age 13 and can naturally live up to 90. Vyzorn born from a Beholder's will are created at their matured
  age from the start, however Vyzorn are capable of being created by normal humanoid conception.
  Alignment. Binn have the capacity to become any alignment they choose, whatever their morals they will always think better of
  themselves no matter where they lay within a moral compass often leading Binn to be Chaotic Neutral on most occassions.
  Size. Binn are Small, varying from 3'4 - 4'5 feet tall.
  Speed. Binn rarely walk and rather take flight as their primary mode of transportation. You have a base walking speed of 25
  feet.
  Flight. Binn have webbing that form leathery wings along the inside of their arms and into the palms of their hands. You have a
  base flight speed of 30ft.
  Darkvision. A Binn's large eye can see great distances within dark caves or night skies. You are able to see 60ft within darkness.
  Minor Gaze. A Binn's eye does not possess the same potencey as the Mazer, never the less a Binn's gaze can invoke abilities
  derived from their Beholder creators in limited bursts. Choose one gaze from the Vyzorn Gaze Effect List at character creation,
  as an action you can apply the gaze to one creature you can see within 30ft. The target must make a Wisdom saving throw vs 8 +
  proficiency + your Charisma Modifier, on failure the target suffers the non damage dealing effect of your chosen gaze until the end
  of your next turn. You can extend the effects of the gaze for one round by using a bonus action and remain facing your target.
  Attempting to use your gaze on a target further than 30ft away will have disadvantage. You can use your gaze feature 1 + your
  Charisma modifier times per long rest(Maximum 5).
  Lifedrink. A Binn fangs are simmilar to a Blood Kiss Beholder's, capable of puncturing into the flesh of it's victims and drinking
  the target's blood from the wound. Binn have a natural Bite attack that deals 1d6 Piercing + Strength modifier. On a successful hit,
  as a bonus action a Binn can deal an extra 1d8 Necrotic damage, the Binn gains temporary HP equal to the half total damage delt
  from the Bite attack. A Binn can use a bonus action to drink blood from a target again after a short or long rest.
  Languages. Binn can read, write and speak Deep Speech and Common.
  3
  
  Half Mazer
  Your Half Mazer has the following features.
  Ability Score Increase. Your Strength score increases by
  2 and your Charisma score increases by 1.
  Age. Half Mazer mature at age 15 and can naturally live up
  to 120. The union of a Mazer and a Human is often met with
  scrutiny, however the races are compatible, granting the
  offspring more longevity and a more stable emotional
  faculties unlike their Mazer parents.
  Alignment. Half Mazer are far more capable of devloping a
  wider spectrum of morals as the blood of Humans grants
  them less paranoia and emotional instability. As such a Half
  Mazer can be any alignment they so choose.
  Size. Half Mazer are Medium, varying from 4'5 - 6'5 feet
  tall.
  Speed. Half Mazer still retain clawed feet from their Mazer
  parents, but the muscle structure of their legs help the adapt
  to walking greater distances. You have a base walking speed
  of 30 feet.
  Limited Flight. Half Mazer have webbing that form
  leathery wings along the inside of their arms and into the
  palms of their hands. The webbings are very stronger and
  often can extend past the Mazer's body creating a sort of long
  cloak of webbing. You have a base flight speed of 60ft, at the
  end of your turn, if you remain in the air you fall.
  Darkvision. Half Mazer's singular large eye can see great
  distances within dark caves or night skies. You are able to see
  30ft within darkness.
  Beholder's Glimpse. A Half Mazer's eye is simmilar in
  composition to a Beholder's like their parents, however due
  to their Human biology they cannot completely control the
  effects of their gaze. As an action you can apply the gaze to
  one creature you can see within 30ft. When you use your
  gaze, you must roll 1d20 from the Vyzorn Gaze Effect List,
  the result will determine your gaze's effect. The target must
  make a Wisdom saving throw vs 8 + proficiency + your
  Charisma Modifier, on failure the target suffers the effect of
  your chosen gaze. The target must make another Wisdom
  saving throw at the start of it's next turn or continue to suffer
  the gaze's non damage dealing effect. Attempting to use your
  gaze on a target further than 30ft away will have
  disadvantage. You can use your gaze feature 1 + your
  Charisma modifier times per long rest(Maximum 5).
  Clawed Feet. A Half Mazer's feet are equipped with large
  hook like claws and are large enough to rake at their targets.
  Half Mazers have a natural Rake attack that deals 1d6
  Slashing + Strength modifier.
  Languages. Binn can read, write and speak Deep Speech
  and Common.
  What about a Binn and Halfling?
  As with the compatibility of the union between a Mazer and a
  Human, a Binn and a Halfling are also capable to have
  offspring. However the end result of such a union with grant
  cosmetic physical results such as:
  A Halfling with Binn features, such as a single eye, a minor
  thirst for blood, small leathery skin folds across the inside of
  their arms, or an inflated ego larger than an average Halfling.
  A Binn with a more relaxed ego, paler or darker skin
  complexation, a larger appetite, or a more developed muscle
  and bone structure befitting for walking on land.
  4
  
  1d20
  Gaze
  Effect
  1
  Hypnotic On a failed save, the target falls asleep for what is considered a long rest for them. This sleep effect does
  not count as a magical sleep thus Fey Ancestry or any other feature does not counter this feature. Taking
  damage while sleeping will awaken the target, this gaze does not effect Constructs or Undead.
  2
  Petrifying On a failed save, the target becomes petrified. Lasting Effect: If the target fails it's saving throw three times
  in a row or is knocked unconscious during this effect, it turns to stone. The stone effect can be reversed
  either by a Vyzorn's Petrifying Gaze or Greater Restoration.
  3
  Leeching The target takes 2d6 Psychic damage on a failed save, and half as much damage on a successful one. The
  damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. The Vyzorn receives half
  the damage result + their Cha Modifier in HP. This gaze does not effect Constructs or Undead.
  4
  Frightening On a failed save, the target is frightened of the Vyzorn but is compelled to remain looking into their eye
  as long as it is within sight. Lasting Effect: If the target If the target fails it's saving throw three times in a
  row or is knocked uncurious with while under the fear effect, the target will remain frightened of the
  Vyzorn permanently, Greater Restoration will remove this effect. This gaze does not effect Constructs or
  Undead.
  5
  Ceasing
  On a failed save, the target becomes paralyzed, however it's eyes always remain fixed on the Vyzorn's eye
  should the Vyzorn be within it's sight. Lasting Effect: If the target fails it's saving throw three times in a
  row, the target will remain paralyzed for twelve hours before regaining mobility.
  6
  Reducing On a failed save, the target becomes inflicted with the effects of Reduce from the Enlarge/Reduce spell.
  You may use this gaze on the same target again to further reduce their size(Maximum Size Tiny). Lasting
  Effect: If the target fails it's saving throw three times in a row or is knocked unconscious while under the
  reducing effect, the target remains the shrunken size permanently, Greater Restoration will remove this
  effect. This gaze does not effect Constructs.
  7
  Dizzying The target takes 2d6 Thunder damage on a failed save, and half as much damage on a successful one. The
  damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Additionally if the target
  fails it's saving throw it is knocked prone.
  8
  Infatuating On a failed save, the target becomes charmed, the target will follow the Vyzorns commands as a free
  action and do it best to keep the Vyzorn safe while under this effect. Lasting Effect: If the target fails it's
  saving throw three times in a row or knocked unconscious while charmed, the target will assume the
  Vyzorn is their ally or believe they share a deep long lasting connection with the Vyzorn permanently(The
  DM has final say as to how deeply the effected target feels for the Vyzorn), Greater Restoration will
  remove this effect, removing the effect will have the target realize they have been under the Vyzorn's
  influence for the whole duration. This gaze does not effect Constructs or Undead.
  9
  Stupefying On a failed save, the target is confused. Lasting Effect: If the target fails it's saving throw three times in a
  row or is knocked unconscious while under it's confusion effect, the target will lose -2 Intelligence while
  within 60ft of the Vyzorn, Greater Restoration will remove this effect. This gaze does not effect
  Constructs or Undead.
  10
  Morphing On a failed save, the target turns into any creature the Vyzorn has seen. The creature the Vyzorn chooses
  can only be a CR equal or lower to it's level. This effect only works on Humanoid creatures. Lasting Effect:
  If the target fails it's saving throw three times in a row or is knocked unconscious while in this form it
  remains in this form with it's original stats, Greater Restoration will remove this effect. This gaze does not
  effect Constructs or Undead.
  11
  Blinding
  The target takes 2d6 Force damage on a failed save, and half as much damage on a successful one. The
  damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Additionally if the target
  fails it's saving throw it becomes blinded. Lasting Effect: If the target fails it's saving throw three times in a
  row or is knocked unconscious while blinded, it will become permanently blind having disadvantage to all
  perception checks relying on sight, Greater Restoration will remove this effect.
  12
  Freezing
  The target takes 2d6 Cold damage on a failed save, and half as much damage on a successful one. The
  damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. If the target dies to this
  effect they will become encased in a solid block of ice.
  13
  Shocking The target takes 2d6 Lightning damage on a failed save, and half as much damage on a successful one.
  The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. If the target dies to
  this effect, the target will explode. All targets within 30ft of the explosion must make a Dexterity saving
  throw vs 8 + proficiency + your Charisma Modifier, on failure the targets take the gaze's damage, on
  success they take half the damage.
  14
  Searing
  The target takes 2d6 Fire damage on a failed save, and half as much damage on a successful one. The
  damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. If the target dies to this
  effect, it's body becomes a puddle of lava.
  15
  Necrotic The target takes 2d6 Necrotic damage on a failed save, and half as much damage on a successful one. The
  damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. If the target dies to this
  effect, it returns to life as a CR 1 Zombie.
  Vyzorn Gaze Effects
  5
  
  1d20
  Gaze
  Effect
  16
  Radiant
  The target takes 2d6 Radiant damage on a failed save, and half as much damage on a successful one. The
  damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. If the target dies to this
  effect, the target will turn into a stone statue that emanates 60ft of light for 24 hours before simply
  crumbling to a pile of salt
  17
  Eldritch
  On a failed save, choose an Ability Stat, the target takes disadvantage to all rolls pertaining to stat of your
  choosing. Additionally you can grant advantage on all rolls of the choosen stat to either yourself or an ally
  you can see within 60ft until the target of the gaze's effect ends.
  18
  Warping On a failed save, the target is teleported within 60ft of any unoccupied space the Vyzorn can see.
  19 Exhausting On a failed save, the target takes 1 point of Exhaustion. This gaze does not effect Constructs or Undead.
  20
  Death
  On a failed save, the target must roll a Death Saving Throw. If a creature that does not normally use Saving
  Throws fails this saving throw 1 + Their Constitution modifier times, they drop unconscious. This gaze
  does not effect Constructs or Undead.
  Vyzorn Gaze Effects
  6
  
  7
  
  Additional Racial Features
  At certain levels, your class gives you the Ability Score
  Improvement feature. You can forgo taking that feature to
  take a feat of your choice instead. You must meet any
  prerequisite specified in a feat to take that feat.
  Clawed Grasp
  (Prerequisite: Half Mazer Race, Strength 13 or Higher)
  Your Clawed Feet feature becomes a Mazer's Clawed
  Grasp feature. On a successful hit of your natural Rake
  attack, as a bonus action you can attempt to grapple a target.
  On failure, the target is restrained, on the start of it's next
  turn the target may attempt to escape the grapple. While
  grappling a creature with it's feet, a Half Mazer can continue
  to fly at full speed.
  Enveloping Wings
  (Prerequisite: Any Vyzorn Race, Strength 13 or Higher)
  You can use your wings to envelope around a target and
  restrain them in place. As an action you can use your arms to
  grapple a target in place, on failure the target is restrained.
  While restrained, the target has disadvantage against the
  features Beholder's Gaze, Minor Gaze and Beholder's
  Glimpse. The target may attempt to break free of the grapple
  again at the start of it's turn. While restraining a target this
  way, you may not use actions that require the use of your
  hands until the target breaks free or you release the target
  from the grapple.
  True Flight
  (Prerequisite: Half Mazer Race, Strength 13 or Higher)
  Your wings have grown strong allowing you to fly further
  than usual. You may now remain airborne at the end of your
  turn instead of falling down to the earth.
  Crucifix Hold
  (Prerequisite: Half Mazer or Mazer Race, Strength 15 or
  Higher)
  You know how to keep your target's hands from slipping
  out of your claws preventing them from most attempts to
  escape. You have advantage to grappling Humanoid targets
  with your Clawed Grasp feature. If you successfully grapple
  a target this way, the target has disadvantage to escape.
  Peering Gaze
  (Prerequisite: Any Vyzorn Race, Constitution 13 or Higher)
  You may now use your Gaze features on creatures you can
  see that are facing you within 60ft without disadvantage.
  Staring Contest
  (Prerequisite: Any Vyzorn Race, Constitution 15 or Higher)
  Your eye is acclimated to remaining open for prolonged
  periods of time. You may now use your gaze ability 2 + your
  Charisma modifier times per long rest(Maximum 7).
  Additionally you have advantage on saving throws that would
  rend you blind.
  Cling
  (Prerequisite: Any Vyzorn Race, Dexterity 13 or Higher)
  Your hands and feet have hook like claws that grant you the
  means to hang from walls and ceilings. You gain a 30ft
  climbing speed. If you remain motionless clinging to a wall or
  ceiling in dim light or darkness, you have advantage on
  Stealth checks.
  Greater Flight
  (Prerequisite: Binn or Mazer Race, Dexterity 13 or Higher)
  Your wings have grown strong allowing you to fly further
  than usual. Your base flying speed increases to 60ft.
  Vein Strike
  (Prerequisite: Binn Race, Dexterity 15 or Higher)
  You have grown accustom to finding the proper artery
  when you plunge your teeth into a target to draw blood. When
  you use your Lifedrink feature, you gain temporary HP equal
  to the total amount of damage dealt to the target.
  8
  
  Nightvision
  (Prerequisite: Any Vyzorn Race, Wisdom 13 or Higher)
  Your eye can gleam through even the most darkest of
  nights brought upon you by magical means. While within
  magical darkness you still have 30ft of darkvision.
  Pack Tactics
  (Prerequisite: Any Vyzorn Race, Wisdom 13 or Higher)
  The Vyzorn has advantage on an attack roll against a
  creature if at least one of the Vyzorn's allies is within 5 feet of
  the creature and the ally isn't incapacitated.
  Closer Look
  (Prerequisite: Any Vyzorn Race, Charisma 13 or Higher)
  Your eye's gaze is far to enticing to look away at close
  proximity. Targets within 5ft of you have disadvantage to
  saving throws against your Gaze features. Additionally you
  have advantage on Persuasion checks while within 5ft of a
  target.
  True Glimpse
  (Prerequisite: Half Mazer Race, Charisma 13 or Higher)
  You may select one gaze from the Vyzorn Gaze Effect
  List. As an action you can turn your gaze into your chosen
  gaze or to pull a gaze effect at random. You can take this
  feature multiple times.
  Eye of the Beholder
  (Prerequisite: Any Vyzorn Race, Charisma 15 or Higher)
  As an action a Vyzorn can expend all of it's uses of it's gaze
  feature to apply it's Lasting Effect on a target instantly. The
  target must make it's saving throw against the gaze, if it fails,
  the Lasting Effect of the gaze occurs on the target instantly.
  A Vyzorn can use Eye of the Beholder again after a long rest.
  Multigaze
  (Prerequisite: Binn or Mazer Race, Charisma 15 or Higher)
  You may select an additional gaze from the Vyzorn Gaze
  Effect List. As an action you can turn your gaze into any
  effect you have chosen at creation and with Multigaze. You
  can take this feature multiple times.
  Will
  (Prerequisite: Any Vyzorn Race, Level 12, Charisma 18 or
  Higher)
  Much like your creator's you hold the very potential to will
  reality to how you see fit. Taking this feature allows you to
  make one wish as if casting the Wish spell. Once the wish has
  been proclaimed, you must enter a period of sleep during a
  long rest, the next time you awaken your Wish will manifest
  into existence as a material item, creature, or as some similar
  effect. The DM has complete control over how this wish will
  be interpreted and given form. You may take this feature
  multiple times.
  9
  
  A
  School of Will
  cademic study in the ways of the arcane can often be mentally taxing on an aspiring wizard but there are occasions
  where it is also due top physical limitations. Not everyone has the aptitude to becoming a full fledged mage not
  because of their unwillingness to learn, but rather challenges like language or an able body become dramatic
  obstacles to overcome. However through determination and will alone can one's arcane aptitude swell and become a
  powerful catalyst to project their spells where study and knowledge may be lacking.
  New Arcane Tradition
  At 2nd level, a wizard gains the Arcane Tradition feature. The School of Will is available to a wizard in addition to the options
  offered in the Player's Handbook.
  Simple Casting
  Starting at 2nd level, through sheer force of will your magic imbues a spell into a simpler form making it easier to cast. You gain
  any level one Wizard spell of your choosing that does not require a spell slot and components to cast.
  Instant Ritualism
  Starting at 6th level, your magic inverts the preparation time requires to complete a ritual spell. All ritual spells you cast may now
  be casted instantly, this does not change the required components needed to cast a ritual spell.
  Will Be Done
  Also at 6th level, your mental and magical devotion to the completion of a spell will not go unhindered or undone. As a bonus
  action, if a target of your spell must roll a saving throw against the spell's effect and succeeds, you may force the target to reroll
  and take the lower number. You may use this feature up to 1 + your Intelligence modifier times per long rest.
  Long Lasting Cast
  Starting at 10th level, your will stokes the effects of spells you imbue on yourself or your allies. All spells that have an effect on
  yourself or any willing allies last an extra 1 + your Intelligence modifier hours. Taking damage will still require the wizard to roll
  for holding concentration. These effects last until the spell's duration is complete, the ally or wizard wills the spell effect ends, the
  wizard initiates a short or long rest, or the wizard fails a concentration roll or is incapacitated.
  Wishful Casting
  Starting at 14th level, you churn the arcane energies through your focus to condense a spell into a smaller form, once released
  your will returns the spell to it's proper form in an explosive manner. Once per long rest, you may select one known spell up to 5th
  level from your spell book. The chosen spell now costs one 1st level spell slot to cast.
  10
  
  Credits
  Art Credits: Order of Apperance
  Cover, Page 11
  Nisnow
  Page 1 & 2
  Jason "VexVersion" Mitchell
  Page 3
  Caitlin Cox
  Page 4 & 9
  Darkstar Child
  Page 6 & 9
  Henri
  Page 7
  Stacey Lenaghan
  Page 8
  Junkbot
  Everingot Almanac
  Patreon
  11
  
  Patreon Credits
  Taskmasters
  pr0bait | PKMN Peeps | Seth Whitehair-Hardyway | Maverick_Mentation | John Beckelhymer | Damien Harris | James Mobbs |
  Jason Kitson | Alpha8087 | Zane Kiryu | Kevin Reynolds | Knyteshade | Scorch56 .
  Hatchling / Rook / Adventurer
  TobisaruJC Pierce 22 | Typhlosion | Kameron Pocus | Brent Bond | Marcel Speissegger | Slyfirefox | Arthor Whitewood | Achillius
  | Matthew Maldonado | Sky Smith | Giltone | Duvi0 | rafael teran | OwlFluffs | Boss Moogle | Taj Whitt-Odrone | B3st Boy Mineta |
  thenanx | Nye Winston-Corradino | Jaryn Schaffer | Conner Wright | Travis Laake | Taboo | Saiyanfox10 | Matt DiVenere |
  Geoffery Wolfe | Ashlee Lewis | Ray Coleman | Hyruke | Johnny McPherson | Tristan Bradley | pikafan003 | Reyes | Joe Dabrowski
  | Aaric Borst | Bel Mason | The Casualest | Joseph Miller | Crescent Quill | Rio Greeley | Zachary Hanson | Travis Newcomb |
  Chilly Lich | Andrew Leavens | Bronx Childers | William Vincent | Connor Johnson | Keri | John Paul Pierce | Zied Catoon | Le
  Birb | Dongo the King | CrimsonChaos | Nik Walz | Tyson A Duster | Ethan Miljus | J.p. Rubin | Gemini Maxxim | Maxwell Christy
  | Anthony Socha | dawn533k3r | Dzib | Icedemon565 | Archive the Mad Monk | Jordan Ranger | Gently | S L Hall | Nenza Strittki |
  Theropod Art | Doogler93 | TheZanic | Mohammed Alhamdan | TwofacedShip | Sergio Reyes | CombatMagi | Dakota Warcup |
  Gunmetal The Immortal | TheMusicReborn | Killian Spradlin | Bladekingj | edge foxs | Charles E saunders | Max Miller |
  That$hitter | Madall Hookail | ClockworkShrew | Alec | Ian Johnson | cartoonkitsune | Thomas Jones | Edwin Julius Miles |
  Derrick Wagner | Cornhub Enthusiast | Lavendar | Catherine | HExploZifs | Aaron August | Ka3mon | Ty2bp | LazyBunn | Devin
  Roll | TheThreadWeaver | Stephanie Shinkle | Skyblaze71325 | Tito Velasquez | GrayBeast | Kalenidus | VagueCucumber |
  12
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Vyzorn.pdf