Base Class: Wizard
Appearing esoteric and hard to comprehend by most, wizards who adhere to the School of Numerics firmly believe that math and magic go hand-in-hand. Known by some as Math Mages, these spellcasters learn how to break down magic and natural phenomena into core numerical components and, through manipulating these components, alter reality on a whim.
Bonus Cantrip
Beginning when you choose this tradition at 2nd level, you learn the Guidance cantrip. For you, it counts as a wizard cantrip and doesn’t count against your total number of known cantrips.
Hidden Variables
Also at 2nd level, you’ve learnt how to understand and manipulate the hidden variables and equations of reality. When you cast a spell of 1st level or higher that targets at least one creature, you can choose that creature or another creature within 30 feet of it (including yourself) and apply one of the following effects:
Supplemental Variable. The chosen creature can roll and add 1d6 to the next attack roll or saving throw it makes before the beginning of your next turn.
Diminishing Variable. The chosen creature must make an Intelligence saving throw. On a failed save, the creature must subtract 1d6 from the next attack roll or saving throw it makes before the beginning of your next turn.
Geometric Adjustments
At 6th level, you’ve learned how to use your understanding of magic and geometry to alter the parameters of spells you cast. Whenever you cast a spell that affects an area, you can apply one of the following effects to the spell, depending on the shape of the area:
Line. Whenever you cast a spell that affects a line, you can choose to make the line bend in a direction of your choice. You can do this twice per spell, but a creature can only be affected by the line once.
Cone. Whenever you cast a spell that affects a cone, you can have that cone originate from any space within 15 feet of you.
Cube. Whenever you cast a spell that affects a cube, you can choose to divide the cube into eight smaller cubes. Each side of these cubes is half as long as that of the original cube and each cube must have at least one side adjacent to the side of another cube. The cubes must also all remain within the range of the spell. Finally, you can also affect squares in this way, dividing them into four smaller squares, each one half as long as the original.
Sphere. Whenever you cast a spell that affects a sphere or within a radius centered on a point, you can choose to create two spheres instead of one. Each of these spheres are half the radius of the original, and a creature can only be affected by these areas once.
Cylinder. Whenever you cast a spell that affects a cylinder, you can choose to halve the cylinder’s radius to increase the DC required to save against the spell by 2.
Quantum Transposition
At 10th level, you can temporarily seize control of the equations of reality to move yourself great distances in an instant. As an action, you can choose to transform yourself into a swirling mass of calculations and variables, teleporting to an unoccupied space within 120 feet of you. Immediately after teleporting you gain resistance to bludgeoning, slashing and piercing damage until the beginning of your next turn.
You can use this feature once per short rest.
Multiplicative Expansion
At 14th level, your advanced understanding of mathematics and geometry allows you to further alter your spells. When you cast a spell of 1st level or higher that affects an area, you can use your bonus action to create a second area of the same type and size within the range of the spell. You can apply your Geometric Adjustments feature on one, both, or none of these areas. A creature can only be affected by these areas once.
You can use this feature once per long rest.
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