Base Class: Wizard
There was once a young boy with white hair, name lost to time. His aloof demeanor, strange in the war torn society that surrounded him. Everyone wondered why he was so relaxed, he was soon going to be summoned to the arena, to fight to the death. All he did was keep his nose stuck in his book, occasionally scribbling something in there with his quill. Physically there was no way he could compete with the enormous warriors of his time, and yet, he almost seemed to be looking forward to it.
When the day of the fight arrived, and he walked out of the gate into the sandy pit of the colosseum to meet his opponent, the crowd watching looked almost disappointed. Murmurs of a quick fight, and snickers could be heard in the stands. The boy with white hair didn’t care, his hands in his pockets, no weapon to be seen. Moments later, his opponent walked through the gate on the separate end of the arena, drawing all attention. The opponent he would face was the picture of an ruthless gladiator. An enormous scarred orc, with pounds of muscle covering his body. He arrogantly walked onto the battlefield, addressing the crowd, waving his greataxe above his head with ease.
The crowd erupted into mixed noises of cheers, and laughter. Some amused at the obvious contrast in physical strength, some excited for a ruthless slaughter. He got a look at the boy with white hair, and addressed him. “It’s almost insulting to have someone so small on MY turf” he said. The boy with white hair sighed. The orc, clearly annoyed by this, grunted and threw his axe to the side. “Since you’re gonna be like that, I’ll make it slow, and choke yer last breathes outta ya” he said. The boy with white hair look up at him and said “You are going to need that” pointing at the axe. A vein popped out of the orcs forehead, he yelled at the arena master to start the fight.
The countdown started. 5...4...3...2...1..BEGIN! The orc charged at the boy with white hair, letting lose a flurry of punches. The boy with white hair, hands still in his pockets, leaned to the right to dodge a left hook, he then back-stepped, and narrowly avoided an uppercut. The orc roared, letting loose a downward punch at the boy with white hair. The boy leaned back, and felt the orcs fist cut into his left cheek down to his neck. The boy with white hair grunted, and disappeared. The orc, confused, quickly surveyed his surroundings, and found that the boy with white hair was about 30 feet away. “Oh so your one of those cowardly magicians are you?” said the orc. “What are you gonna do, throw a measly little bit of fire my way”?
The orc picked up his axe, and started running towards the boy with white hair. Then, something strange happened. The boy seemed to start glowing. A flickering gray aura started to form around him, his eyes glowing with the same vivid gray. The crowd looked interested. He took one of his hands out of his pocket, and sent forth a barrage of magical force at the orc. Wind flew, the air burned and eroded with sand being whipped into a frenzy. Fire, ice, lightning, it seemed everything was coming at once, until the orc lay dead in the sandy pit. The crowd was fell silent as the wind died down. The boy with white hair put his hands back in his pockets, and left. That was the first time Omnicasting was seen, but soon after practitioners became more, and more common, as it was recognized as one of the most effective ways of dueling.
Arcane Aura
When you select this subclass at 2nd level, you become more attuned to the weave, and are constantly emanating magical energy. This energy becomes visible when you are Omnicasting (if you will it), or if you use your action to expend a use of this feature. This feature lasts for 1-minute, and ends if you are Incapacitated. The energy can be colored, and have different appearances (such as a blue flickering flame, or the spectral visage of a demon).
While this feature is active, the energy sheds bright light centered on you for a 20-foot radius, and dim light for another 20-feet. This light illuminates magical darkness. Creatures with truesight can see you emanating magical energy, even if this feature is inactive.
If this feature is active, it may be made inactive by effects such as the dispel magic spell, or an antimagic zone.
You can use this feature a number of times equal to your intelligence modifier (minimum of 1).
Signature Spellsling
Starting at 2nd level you have developed a signature spell which you frequently use and adapt. Choose a spell attack cantrip to learn from the wizard spell list. Your spellcasting ability for this spell is Intelligence.
When you cast this spell you may do one of the following.
- You can add your Intelligence modifier (minimum of +1) to one damage roll when you hit a creature with this spell.
- Before you make an attack with this spell, you can choose to target an additional creature and take a -3 penalty to the attack rolls.
- You may double the range of the spell attack, and this spell ignores half cover. If the spell has a range of touch, its range becomes 30-feet.
- You may change the damage type of the spell to acid, cold, fire, lightning, or thunder damage.
Omnicast
Starting at 6th level, your can cause your eyes to glow, lasting until the end of Omnicast. The glow is an projection of your innate magical might uncontrollably seeping out of you.
You can use a bonus action to start Omnicast, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss Omnicast at any time (no action required).
While Omnicast is active, you gain the following benefits:
- You gain a bonus to your spell save DC equal to half your proficiency bonus (rounded down).
- You can sense the presence of magical effects or spells within 10-feet of you.
- When you cast a spell of 1st level or higher, you may use your bonus action to cast an cantrip as well.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Swift Blink
At 10th level you have learned to utilize your magic to become more nimble and evasive. Once per turn, you may use 5-feet of your movement to teleport to an unoccupied space that you can see within 5-feet of you. Teleporting out of melee range of a creature does not provoke an attack of opportunity.
You may not use this feature if you are effected by a condition that prohibits your movement.
You also gain proficiency in the Acrobatics skill if you don’t already have it.
Multicast
At 14th level, you can cast two cantrips, instead of one, whenever you cast a cantrip as an action on your turn.
Previous Versions
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