Wizard
Base Class: Wizard
While other wizard schools study various ways of manipulating the weave to their own will, Topologists study the fabric of space itself. They employ magic from other schools to twist and bend the space itself and study its deformations and how to cause them and use them.
Other people just take space as it is and most don’t even consider the topic. Topologists consider it the most noble of pursuits and when they accomplish mastery, they can fold space, stretch and squeeze, or even break through it.

Novice Topologist

You have entered into the confidence of the School of Topology and learned the basic tools and concepts of how to approach the study of space.
At 2nd level, you gain proficiency with Cartographer’s Tools.
Also, at 2nd level, unless you have been moved while unconscious, you can not be lost except by magical means and always know how to retrace your steps. You always know where north is.

Spacial Auto-Perturbance

After spending some time studying Topology, you gain a better understanding of space and its interconnectedness.
As a bonus action, you can sense spacial disturbances around you up to 1000 feet, informing you of inter-planar portals, the end points of a teleportation effects, and other manipulations of space.
Also, add Tenser’s Floating Disk to your spellbook if it's not there already. When you cast it, it has the following additional properties:
  • You may use an action to move the disk 10 feet in any direction, including up and away from the ground.
  • You can control the disk's movement up to a 100 feet away from you.
  • The spell doesn't end unless you dismiss it as an action or it's duration elapses.

Competent Topologist

At 6th level, after careful study of the properties of space, you have gained enough understanding to shift it around and shape it in minor ways.
Add the Stasis Field (Haste/Slow) spell to your spellbook, if it's not there already and you always have it prepared.
Also, add the Enlarge/Reduce spell to your spellbook, if it is not there already and you always have it prepared.
  • When you cast Enlarge on a creature, the target's size quadruples in all dimensions, and its weight is multiplied by sixteen. This growth increases its size by two categories -- from Medium to Huge, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws, it has disadvantage on Dexterity checks and Dexterity saving throws, and it gains temporary hit points equal to twice your wizard level. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 2d4 extra damage.
  • When you cast Reduce on a creature, the target's size is quartered in all dimensions, and its weight is reduced to one-sixteenth of normal. This reduction decreases its size by two category--from Medium to Tiny, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws, advantage on Dexterity checks and Dexterity saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 2d4 less damage (this can't reduce the damage below 1).

Expert Topologist

At 10th level, your powers over space have increased significantly.
Add the Misty Step spell to your spellbook, if it is not there already. Also, all your teleportation and transportation spells (Such as Misty Step, Thunderstep, Dimensional Door, etc…) have double the normal range.
Add the Leomund’s Secret Chest spell to your spellbook, if it is not there already. Also, all your dimensional spells’ effects can not be interrupted, intercepted, accessed, or lost, without your permission.

Master of Space

At 14th level, you have achieved the highest understanding of the Topology of Space and how to manipulate it. You break it down and put it together again according to your needs.
Add the Teleport spell to your spellbook, if it is not there already. And, when you cast it, add 20 to the DM’s d100 roll.
As an action, you can cast Far Step (You will have to add that individually as it is not in Basic Rules) without using a spell slot. You regain the use of this ability once you complete a Long Rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/29/2018 5:19:16 AM
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4/4/2019 4:02:55 AM
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