Base Class: Wizard
The use of magic is not perfectly efficient. As the spell gains form and force, a temporary substance called Mana takes place. After the spell is cast, the Mana used to give it form is dissipated around the caster, creating arcane waste. The School of Manamancy dabble in the control of this substance, and various uses of it were discovered. Being a source of raw arcane energy, gathered Mana can assume infinitely many shapes and types of magic, given a caster knows how to control it. Manamancers study the useful aspects of mana and learn how to use it to their advantage, whatever their goal may be.
Arcane Gathering
Every time you cast a spell, roll 1d6 and add the level of the spell slot used. You gain that much Mana. Cantrips do not generate Mana.
Additionally, you gain 1d10 Mana every 8 hours unless you spent the time unconscious or incapacitated by any means.
You may gather up to 10 Mana in total.
Arcane Utility
You can use your accumulated Mana to create various effects.
- Restorative Mana. Spending Mana equal to 5 times the slot's level, you can regain a spell slot.
- Healing Mana. You spend any amount of Mana to heal a creature within range. The creature is healed by 1 HP for 2 Mana spent.
- Protective Mana. You spend 10 Mana to gain advantage on an attack/save.
Arcane Reconstruction
If an attack drops the Manamancer to 0 HP, their currently possessed Mana activates instantly.
The Manamancer is healed by 1 HP per point of Mana until they reach max HP,. The excess Mana lashes out violently at a hostile target in melee range, (preferring the attacker if possible, otherwise random) dealing 1 Force damage per point of Mana. All remaining mana dissipates and is spent without effect.
Reflect, Reuse, Recycle!
When you are affected by a hostile spell and have equal to or more than 3 times the spell's level of Mana, you may spend that amount of Mana to gain one of these effects:
Roll 1d20 + your Intelligence modifier:
On 20 or more, the spell does not affect you and you may cast the spell as a free action on your next turn.
On a 19-16, the spell does not affect you and you gain the spell's level worth of Mana back.
On a 15-11, the spell does not affect you.
On a 10 or lower, the spell affects you.
Mana Mirror
You summon a mirror image of yourself within 5 feet as an action.
The summoning process drains your Mana pool, as hit points for the image. You must have at least 20 Mana to summon an image. Only one image can be present at a time.
The image will never leave the 5 feet proximity of you, as long as it has more than 0 hit points. It is immune to any movement impairing conditions, as well as effects which change its position. If your position changes due to an effect, it will also move with you. It can only be damaged by magical weapons or spells. It is immune to beneficial or detrimental magical effects placed on them. It is immune to healing.
While your image is present, creatures have disadvantage on saves against your spells, and your spells always deal maximum damage. Melee attacks against you have disadvantage, but not if they target your image.
When your image reaches 0 HP, it dissipates along with the consumed Mana.
Arcane Fortification
You can use your Mana pool as a separate pool of hit points.
As a reaction, when you would take damage, you may choose to lose Mana equal to half the damage (rounded down) instead.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/12/2019 12:52:52 PM
|
4
|
0
|
1
|
Coming Soon
|
Comments