Base Class: Wizard
The Study of Magic has many variations and iterations upon the nature of its function and form. Metamancy is the base structure that attempts to understand the base fundamentals of Magic much like that of a science, and sees if it can’t manipulate the forces that make it up.
Novice Metamancy
When selecting this tradition at 2nd Level, you have begun to practice the secret arts of manipulating magic on a more direct level than other wizards. You gain the following benefits:
- You learn the Prestidigitation Cantrip, an you can speak, read, and write two additional languages of your choice.
- You gain advantage on all Intelligence (Arcana) checks to identify spells or magical effects.
- When you cast a spell that deals damage, you can change the damage type for the instance of the spell being cast to another damage type of your choice. You can only change the damage type to one of a spell you have in your spellbook.
Additional Studies
At 2nd Level, you study the basics of many different forms of magic to be able to understand the fundamentals of Arcana. You can add one additional spell for every spell level you can cast to your spell book.
Enhanced Control
At 6th Level, your study of Metamancy have bore fruits of your labor. You gain the following benefits:
- You gain proficiency in Constitution saving throws, provided you don’t already have it.
- When dealing damage with a spell you cast, you gain a bonus to one of the damage die equal to your Intelligence Modifier.
Expanded Mind
At 10th Level, you may concentrate on two spells at a time as of concentrating on one spell.
If you lose concentration in this way, you lose concentration on both spells.
Alter Spell
At 14th Level, you learn to control the mana you use in very specific ways. When you cast a spell, you can apply one of the following alterations to the spell’s effect as part of the casting of the spell:
- As part of casting a spell, you can double the duration of that spell. If the spell has a instantaneous duration, you can spend an action on the next subsequent turn to extend the spell’s duration, enacting the effect again.
- As part of casting a ritual spell, you ignore the 10 minute addition to the casting Time as part of casting a ritual.
- As part of casting a spell that imposes a saving throw, you change the associated ability score the save requires. For a score to be eligible, the ability score of the spell's saving throw and the ability score you change must be Strength, Dexterity, or Constitution.
- As part of casting a spell that imposes a saving throw, the Target creature has disadvantage on the save.
- As part of casting a spell that targets one creature, you may target two creatures instead.
- As part of casting a spell with an area of effect, you may select up to 3 creatures to ignore the spell’s effect.
You can only use this feature up to your proficiency bonus number of times per short rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/2/2021 3:24:41 AM
|
3
|
0
|
--
|
Coming Soon
|
|
|
8/9/2021 10:02:55 PM
|
2
|
0
|
2
|
Coming Soon
|
|
|
9/27/2021 4:45:35 AM
|
1
|
0
|
--
|
Coming Soon
|
Comments