Wizard
Base Class: Wizard

Be it from old tomes in abandoned libraries or elderly teachers of the Lumino Terran mage colleges, throughout your studies into the arcana of this world you have discovered a very interesting, mostly unknown phenomenon: The Elemental Plane of ZOOP. A sentient plane bursting with copious amounts of crackling energy, the Elemental Plane of ZOOP harbors one of the most powerful objects in the known multiverse. It is known as the ZOOP force, and while there is almost nothing certain about its nature or its abilities, an ancient sect of Dwarven arcanists developed a way to harness it to empower their spells and abilities. Intrigued by the idea of this mysterious entity hidden behind the mazelike folds of the multiverse, you have devoted your life to studying the arts of these arcanists and molding the ZOOP force to your whim. 

ZOOP Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a ZOOP spell into your spellbook is halved.

Arcane Manipulation

Starting at 2nd level, your understanding of the ZOOP force allows you to draw it's power and manipulate it to empower your arcane abilities. You can enhance an amount of spells equal to your Intelligence modifier. Your DM will decide what the enhancement does and how effective or useful it is. Any enhanced ZOOP spells are always prepared and do not take away from your maximum prepared spells. 

Whenever your intelligence modifier increases, you may enhance more spells.

Forced Dodge

Starting at 6th level, whenever a creature within 30ft of you is attacked, you can use your reaction to manipulate the ZOOP force to make them to dodge the attack. They get a +5 to AC and if the attack hits they only take half damage. If the attack forces them to make a dexterity saving throw, they only take half damage on a failure, and no damage on a success.

ZOOP Out of There

Beginning at 10th level, your investigations have led you to discover how to partially engulf yourself with the energy of the ZOOP force. When you are attacked, you can use your reaction to force the attack to miss you and move your movement speed without provoking opportunity attacks.

You can use this ability 3 times per long rest.

ZOOP Mastery

Starting at 14th level, you have mastered the manipulation of the ZOOP force and engulfed yourself with it's incomprehensible energy, boosting your speed and reaction time. For 1 hour, you can envelope yourself in the ZOOP forces energy. While Energized, your movement speed is doubled.

Also while Energized, you gain an additional reaction per turn. When you have used all of your reactions, you can expend a spell slot of 5th level or higher and use another reaction.

When 1 hour ends, you can choose to continue drawing the energy of the ZOOP force into your body. When you do this, you gain another hour of being Energized, as well as 1 Energy Counter. The ability can only be continued for up to 4 hours.

Whenever this ability ends, you immediately fall unconscious. Gain two levels of exhaustion for every Energy Counter you have. The ability can not be used again until you are no longer exhausted.

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