Base Class: Wizard
overall a loose play wizard that allows the player to make decisions and adaptations to best influence roleplay and unique decisions for their class.
plays like a sorcerer
Trinket Tricks (lv2)
Beginning at 2nd level, when you cast a non-cantrip spell of 5th level or lower, provided you expend a spell slot to cast it, you may target a small item such as a scrap of paper, necklace or other trinket. If you do, the spell is stored within that object rather than being normally cast. At any time until your next long rest, a creature holding that object may cast the spell from it. If the spell has a casting time greater than an action, it becomes one action (the casting time is unaffected if it is a bonus action or reaction). To cast the spell, the creature must be aware that the spell is contained within the object. The spell uses your spell save DC and spell attack modifier. The next time you take a long rest, the trinket loses its magic and if the spell has already been cast, all of its magical effects end early. Spells can also be set based on a triggering condition with this feature.
Weird Magic (lv2)
At 2nd level, Your unique approach to learning magic makes you wildly adaptable with the limited resources that you have, turning a bad situation into an opportunity to excel. This adaptability is represented in the form of sorcery points.
Sorcery Points. You start with 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
- Flexible Casting. You can use your sorcery points to prepare additional spells on the fly, or sacrifice prepared spells to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
- Creating Spells. You can transform unexpended sorcery points into one prepared spell as a bonus action on your turn. The Creating Spell table shows the cost of creating a spell of a given level. You can create spell no higher in level than 5th. Any spell you create with this feature vanishes when you finish a long rest.
- Converting a prepared Spell to Sorcery Points. As a bonus action on your turn, you can expend one prepared spell and gain a number of sorcery points equal to the slot's level.
Your magic isn't learned in the traditional sense. You have cobbled your knowledge from mentors, and common folk using magic in ways that aren't taught through traditional learning. This could be from adapting lesser known or common magic into spells to suit your need. It can also be from reverse engineer traditional spells in ways that are not taught in academia but in hard knocks learning. You can spend your sorcery points in order to alter your spells - typically changing the runes, somatic, verbal, materials used to obtain enhanced or changed effects
When you cast a prepared spell of Level 1 or higher- once per turn you can spend 1 sorcery point to make one of the following adjustments to the spell on the fly:
Transmuted Spell. When you cast a spell that deals a type of damage from the following list, change that damage type to one of the other listed types: acid, cold, fire, lightning, necrotic, poison, radiant and thunder
Distant/Reach Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
- When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet
Extended spell - When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Copy-Cat Caster (lv6+)
You have learned all sorts of tricks from all sorts of places, and know how to draw on your arcane magic to replicate the powers of entirely different disciplines. At 6th level and again at 10th and 14th level, you may add two spells of 1st level or higher from another class's spell list to your spell book. These spells must be of a level for which you have spell slots. These spells count as wizard spells for you, though other wizards cannot copy them from your spell book. They cannot be chosen for your Spell Mastery feature when you reach 20th level.
Master of Small Magics (lv 10)
At 10th level, during each long rest you may select three cantrips from the wizard spell list. Until the beginning of your next long rest, you may cast those cantrips. They do not count against the number of cantrips that you may learn.
In addition, you can now spend 2 sorcery points when you cast a prepared spell of level 1 to level 5 to produce one of the following effects to your spell once per turn:
Shape Spell: You can change the shape of the spell converting it to one of the following keeping the same size parameters - Cone , line, Radius sphere (range based on thrown)
Repurpose spell: You can remove the force of the spell (removing its damage) in order to utilize a hidden or lost purpose of the spell, providing instead a effect (difficult terrain, status effect, DM discretion) Same DC and Attack bonus apply
Key to the weave (lv 14)
Through your long career of learning and travel you have found many shortcuts, improvisations, and adaptations to the creation and practice of your magic. You have been able to deconstruct and recreate spells in your own style, making them unrecognizable to normal casters. Spells cast using your weird magic feature now have a DC+2.
you can now spend 3 sorcery points when you cast a prepared spell of level 1 to level 5 to produce one of the following effects to your spell once per turn:
Utilize the effects of one 1 cost and one 2 cost of your weird magic feature.
Replace each instance of one of the following saving throws in the spell's text with another one of those saving throws- Strength, Dexterity and Constitution.
Replace each instance of one of the following saving throws in the spell's text with another one of those saving throws- Intelligence, Wisdom and Charisma.
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