Base Class: Wizard
Your studies are focused on improving your mental capacities to the extreme. Your magic is less focused than that of other schools, but the amount of spells you can maintain at once is where you take your pride, and variety has never hurt any wizard. Commonly known as mind splitters, the wizards of the School of Mental Partition are few in number, as the amount of dedication and time required for most to master their ways is greater than that of any other school of magic.
Mental Defenses
2nd-level Mental Partition feature
You have trained your mind to fight off outside influence. You have resistance to Psychic damage and have advantage on saving throws against the Charmed, Frightened, Paralyzed, and Stunned conditions.
Cerebral Overclock
2nd-level Mental Partition feature
With your superior mental capacities, you can strain your mind to speed up your thought processes and reaction time. Once per turn, you may overclock your mental capacities and get an additional bonus action. This can be done a number of times equal to your proficiency bonus per long rest.
Bifurcated/Trifurcated Mind
Bifurcated Mind
6th-level Mental Partition feature
After training, you are now able to concentrate on up to two spells at once. When concentrating on multiple spells at once, if you take damage, you can choose which spell to make a concentration check for. If you fail the check, you only lose concentration on that spell. However, if you are concentrating on twospells at once, the DC for your concentration checks increases by 2.
Trifurcated Mind (Has to be put here in order for the subclass to be published on D&D Beyond)
17th-level Mental Partition feature
After much training, you are now able to concentrate on up to three spells at once. When concentrating on multiple spells at once, if you take damage, you can choose which spell to make a concentration check for. If you fail the check, you only lose concentration on that spell. However, if you are concentrating on three spells at once, the DC for your concentration checks increases by an additional 3, on top of previous 2 for concentrating on 2 spells at once (for a total increase of 5 to your concentration check DC).
Additionally, your mental training has given you great divedends. You gain either the Resilient - Constitution feat, or the Keen Mind feat.
Due to the lack of support in D&D Beyond, you cannot choose a feat in the builder. Please instead manually take it through your character sheet.
Imprinted Spells
10th-level Mental Partition feature
You have found a particular cantrip and a spell that you can't help but cast whenever you have the chance. You know them so well that you have imprinted them permenently into your mind. Choose a cantrip you know that requires an action to cast. You can now cast that cantrip as a bonus action, and its range is increased by 10 feet, unless it has a range of self. Also choose a 3rd level spell from your spellbook. You may now cast that spell a number of times equal to one-third your proficiency bonus, rounded down, per long rest without using a spell slot and without any of the required components, including those with a cost and those that are consumed.
Additionally, you can never forget these spell, and can cast it even if you don't have your spellbook.
At level 15, whenever you cast your chosen 3rd level spell, it is automatically cast as if a spell slot of one level higher was consumed. This also applies to your free cast(s) of the spell, which are now cast as if they were using a level 4 spell slot instead of a level 3.
Due to the lack of support in D&D Beyond, there is no way to allow you to choose spells. Please choose your spelsl by renaming the actions assigned to this subclass feature.
Focus After Death
14th-level Mental Partition feature
You have reached the point in your training where you can now maintain your concentration even when your not conciously present. You can maintain concentration on spells while unconcious, as long as you aren't dead, and if you take damage while unconcious, you still must make concentration checks. Spell effects from said spells happen after death saving throws are made, if they are being made. You can gain the effects of a long or short rest even while concentrating on a spell or spells, as long as it or they are not cast during the rest.
In addition, if you are concentrating on a spell or spells when you make a death saving throw, you add the level of the spell slot(s) used to cast the spell(s) to the death saving throw.
Previous Versions
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