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

Hit Die d6
Primary Ability Intelligence
Saving Throws Intelligence, Wisdom

Proficiencies

Armor
Weapons Dagger, Dart, Sling, Quarterstaff, Light crossbow
Tools Tinkerer's tools, Thieves' tools
Skills Choose two from Arcana, Investigation, Sleight of Hand, Stealth, Deception, History

Starting Equipment

• A Wavelength Deck (spellbook) and a dagger
• Tinkerer's tools and thieves' tools
• A light crossbow and 20 bolts
• A set of common clothes and a data slate (10 gp)

Class Resources

Bandwidth 3 (After a long rest (some features refresh on a short rest))

Class Abilities

Spellcasting

Spellcasting Ability Intelligence
Cantrips Known 3
Static Spark (Cantrip)
Cantrip Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

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.

Damage
Damage: 1d8 lightning (Scales as a cantrip (2d8 at 5th, etc.))
Packet Cloak (Cantrip)
Cantrip Illusion
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: 1 minute (Concentration, no concentration at higher cantrip scaling)

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.

Utility
Damage:
Scan Pulse
Level 1 Divination
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute

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.

Utility
Saving Throw: Wisdom
Damage:
Corrupt File
Level 1 Enchantment
Casting Time: 1 action
Range: Touch or 30 ft to a device
Components: V, S, M
Duration: 1 minute

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.

Debuff
Saving Throw: Intelligence (for creatures) or Constitution (for devices)
Damage:
Conditions: disadvantage on chosen skill, malfunctioning devices
At Higher Levels:

When cast using a spell slot of 2nd level or higher, the duration increases by 1 minute per slot level above 1st.

Mirror Packet
Level 2 Illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

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.

Control
Damage:
Conditions: illusory decoy
At Higher Levels:

At higher slots, the decoy gains additional hit points (1 HP per two slot levels).

Packet Storm
Level 2 Evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M
Duration: Instantaneous

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.

Damage
Saving Throw: Dexterity
Damage: 3d6 lightning (At higher levels, +1d6 per spell slot above 2nd)
At Higher Levels:

When cast with higher-level slots, add 1d6 lightning damage per level above 2nd.

Backdoor
Level 3 Transmutation
Casting Time: 1 action
Range: Touch (device) or 30 feet (creature)
Components: V, S, M
Duration: Concentration, up to 1 minute

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.

Debuff
Saving Throw: Constitution (devices) or Wisdom (creatures)
Damage: 1d8 (added) varies (Increases by 1d8 if cast at higher slots)
Conditions: vulnerability (devices), disadvantage on saves vs your spells (creatures)
At Higher Levels:

At higher slots, the additional damage die increases by 1d8 per slot above 3rd.

Viral Cascade
Level 4 Necromancy/Enchantment (flavored)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Instantaneous (effects linger as described)

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.

Damage
Saving Throw: Intelligence
Damage: 4d8 (living), 6d8 (constructs) psychic/lightning (Damage increases by 1d8 per slot level above 4th)
Conditions: stunned (constructs), disadvantage on Intelligence checks (living)
At Higher Levels:

Increase damage dice by 1d8 per slot level above 4th.

Protocol Lock (Dominate Protocol)
Level 5 Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute

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.

Control
Saving Throw: Wisdom
Damage:
Conditions: dominated
At Higher Levels:

When cast at higher slots, you may target an additional creature for each slot level above 5th.

Archive Rewind
Level 6 Transmutation/Divination
Casting Time: 1 minute
Range: Touch
Components: V, S, M
Duration: Instantaneous (ritual-like)

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.

Utility
Damage:
System Collapse
Level 7 Evocation/Abjuration
Casting Time: 1 action
Range: Self (60-foot radius)
Components: V, S, M
Duration: Instantaneous

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
Saving Throw: Constitution
Damage: 10d8 thunder and psychic (Damage scales up slightly if cast at higher slot levels)
Conditions: disadvantage on tech-related checks
At Higher Levels:

Damage increases by 1d8 per spell slot level above 7th.

Singularity Anchor
Level 9 Conjuration/Transmutation
Casting Time: 1 action
Range: Self (100-foot radius)
Components: V, S, M
Duration: Concentration, up to 1 minute

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.

Damage
Saving Throw: Constitution
Damage: 12d8 force
Conditions: restrained (on big failure), slow down systems

Transformations

Gridform
Concentration, up to 1 minute 2 Bandwidth Level 6

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.

Changes:

+2 AC while within 30 feet of active networks, immune to being blinded by visual static, resist lightning damage

Special Actions:

You can attempt to interface with a device as an action at disadvantage unless you spend Bandwidth.

Limitations:

You cannot attack with non-tech melee weapons without breaking Gridform (counts as ending the effect).

Daemon Merge
10 minutes 3 Bandwidth Level 10

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.

Changes:

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.

Special Actions:

While merged you can command the daemon to take the Help action as a bonus action and to deliver touch spells.

Limitations:

If the daemon is destroyed while merged, you suffer psychic feedback equal to 2d8 psychic damage.

Overclock
1 minute 4 Bandwidth Level 14

A short, powerful boost to brain and code. For the duration you can cast spells more quickly and with greater effect.

Changes:

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.

Special Actions:

Each time you cast a spell during Overclock you may choose to spend 1 Bandwidth to give it +1d6 damage (stacks).

Limitations:

When Overclock ends you gain one level of exhaustion.

Auras

Signal Aura
10-foot radius Level 2

You emit a faint cascade of holographic noise.

Effect:

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.

Activation:

Always-on while you choose to enable (counts as a bonus action to toggle)

This aura can be toggled on or off.

Firewall Halo
10-foot radius 1 Bandwidth per activation Level 10

A protective ring of corrupted code that shields those near you.

Effect:

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.

Activation:

Activate as an action, lasts 1 minute or until you toggle off.

This aura can be toggled on or off.

Companions

Daemon (Minor)
Holo-daemon
Level 6

A hovering holographic assistant, a daemon is a small program given form. It scouts, stores data, and can deliver spells you cast as touch.

Statistics:
HP 5 + your wizard level
AC 12
STR 2
DEX 14
CON 10
INT 14
WIS 12
CHA 10
Speed:
Walk 20 ft.
Fly 40 ft.
Skills:

Perception + your proficiency if you trained it

Senses:

darkvision 60 ft, detect signals within 30 ft

Features:

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).

Commands:

Follow (always), Scout (bonus action), Deliver (use when casting touch spells)

Scaling:

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)

Your spellbook is an encrypted data slate known as a Wavelength Deck. You record spells as code and can compile small scripts (cantrips) and complex routines (prepared spells) from it. You can copy spells and routines into your Deck as a wizard would a normal spellbook. You may also attempt to reverse-engineer simple techno-scripts in 1 hour and 10 gp of data components.

Bandwidth Core (Level 1)

You gain a pool of Bandwidth points equal to 2 + your Intelligence modifier (minimum 1). You can spend Bandwidth to power class features (listed below). You regain all Bandwidth after a long rest. At 6th level and again at 14th level, your Bandwidth pool increases by 1.

Signal Sense (Level 2)

You can sense data flows and electronic signals. You gain proficiency in Perception when used to detect transmissions, broadcasts, or electronic anomalies. You also learn the Detect Signals routine (functions as detect magic but senses active networks, broadcasts, and arcano-tech signatures for up to 30 feet).

Gridstride (Level 3)

As an action, you can 'ride the Grid' to move through digital infrastructure. For 1 Bandwidth, you manifest a translucent, short-range tunnel of light and can teleport up to 30 feet to a visible space you can see that you can trace line-of-sight to through electronics, wires, or active networks (must have a physical or wireless path). You can use Gridstride a number of times equal to your Intelligence modifier per long rest.

Resource Cost: 1 Bandwidth per use

Bootstrapped Scripts (Level 3)

You can write ephemeral scripts on the fly. When you prepare spells each day, you may designate up to a number of those spells equal to your Intelligence modifier as Bootstrapped Scripts. You can cast those designated spells without using spell slots by spending Bandwidth equal to the spell level (minimum 1).

Corrupting Touch (Level 6)

You can infuse your spells with data-corruption. Once per short rest, when you deal spell damage or force a target to make a saving throw against your spell, you can cause a corruption effect: the target has disadvantage on its next Intelligence, Wisdom, or Charisma saving throw and on checks related to devices or networks for 1 minute.

Resource Cost: Uses refresh on a short rest

Daemon Companion (Level 6)

You design a small digital daemon (a semi-autonomous program) that manifests as a hovering holo-servitor. It obeys your commands, has its own simple stat block in your abilities > companions, and scales at certain levels (6, 10, 14). The daemon can act on your turn as a bonus action when commanded.

Firewall Halo (Level 10)

You can project a defensive halo of corrupted code. As a reaction when you or an ally within 10 feet would take damage, spend 1 Bandwidth to impose resistance to all non-magical damage until the end of the triggering attack. At 14th level, this also grants advantage on saving throws against spells of 3rd level or lower.

Resource Cost: 1 Bandwidth

Quantum Cache (Level 10)

Your Wavelength Deck supports a short-term cache. Once per short rest you can store a single prepared spell (of 1st-5th level) into cache for up to 10 minutes and release it later as a reaction to cast it immediately without concentration. You must have the spell prepared to cache it.

Overclock (Level 14)

When you roll damage for a spell, you can choose to Overclock it: spend 2 Bandwidth to gain one additional damage die for that spell and grant yourself temporary hit points equal to your Intelligence modifier + spell level. You cannot Overclock again until you finish a short rest.

Resource Cost: 2 Bandwidth

Master Protocol (Level 18)

You can bind powerful protocols into permanent subroutines. Once per long rest, you may inscribe one 6th-level or lower spell into your Deck as a Master Protocol. When cast as a Master Protocol (requires spending 5 Bandwidth), it is cast at +1 spell slot higher than its level, ignores resistance to its damage type, and imposes a 1-minute system lock on a single non-living device targeted (it cannot be used).

Resource Cost: 5 Bandwidth

Singularity Release (Level 20)

At 20th level you can release the Singularity once per long rest. For 1 minute you become a living node of the Grid: you gain immunity to psychic damage, advantage on Intelligence checks and saves, and your spells that deal damage gain +2d8 damage. While in Singularity, you cannot benefit from healing spells but regain one expended Bandwidth per turn.

Resource Cost: Once per long rest

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