Wizard
Base Class: Wizard

Merging might with magic and intuition with innovation, the Polemolmancer wizard splices and revamps multiple schools of magic to synergize, energize, and optimize the art of the duel and the spirit of victory.  

No two Polemolmancers are the same as their study of arcane dueling is unpredictable at best due to the vast differences between them.  All Polemolmancers have different forms and standards when casting spells. A commonality between a majority of Polemolmancers is the efficiency they share. Their components seem significantly more subtle compared to the average wizard, whispering their verbals and under-exaggerating their somatics.  Every move fine tuned to gain an upper hand.  All Polemolmancers have a single goal in mind, victory over anything when within their duels, whether they be mental or physical.  Polemolmancers tend to either come from quite rich and noble families or from very poor unnamed ones.  Ambition and the willingness to admonish those who don’t deserve to gloat are the only two things that link all Polemolmancers together.  The rest, to them, will be history waiting to be made.  

Superior Sense

Your weariness and fast thinking allow you to foresee horrid situations and take the upper hand.  Starting at 2nd level, you can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Skeleton Key

Honing into the power of the Scribe, you're able to reliably manipulate minor magics for betterment within the craft of the duel.  Starting at 2nd level, you gain the Eldritch Blast cantrip, the spell does not count against your already prepared cantrips.  At the end of every long rest, you can temporarily change the damage type of Eldritch Blast to match any other spell you have within your spell book.  This effect lasts until the start of your next long rest, which it will then revert back to Force damage unless a different damage type is chosen.  

Mana Boost

You have found ways to refine magic into a centralized energy that allows you to push your senses beyond their normal thresholds.  Starting at 6th level, whenever an event is imposed upon you where you could utilize a reaction, but you are without one, you are able to trade a spell slot of any level to be able gain a reaction.  You can also use a charge of the Dominant Blast subclass ability to utilize this.  You are only able to do this up to your Intelligence modifier (minimum of one) per round of combat.  This ability does NOT require the use of verbal nor somatic components.   

Dominant Blast

Improvising from the techniques of the War Mages, you allow the volition of magic to refract and amplify within you, creating devastating effects.  

Starting at 6th level, you can store a maximum number of Dominant Blasts equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of Dominant Blasts resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one Dominant Blast, as you steal magic from the spell you foiled. If you end a short rest with no Dominant Blasts, you gain one Dominant Blast.

Improve, when casting a spell that has ability to be upcasted, you can expend one use of Dominant Blast to push the spell's level up by one.  You are still able to use this ability even if you lack the spell slot for the spell to be casted at that level.  For example, a 7th Level wizard using a 4th level fireball could upcast it to 5th level without having 5th level spell slots.  This ability only works on spells that can be casted as an action, bonus action, and reaction.  

Create, if a spell within your book is one level higher than the spell slot level you're currently at, you can expend all uses of Dominant Blast to cast that spell, you can do this a once per long rest.  

Sense, you can use one charge of Dominant Blast to activate the Mana Boost subclass ability. 

Cantrip Cannon

Drawing from knowledge of the evocation school of magic, your consistency becomes cantankerously cataclysmic.   Starting at 10th level, you are able to add your intelligence modifier to all damage rolls made by cantrips.  

Mental Might

Your affinity with dueling has honed to point where you can mentally envision your components for spells, allowing you the upper hand on unexpecting foes.  Starting at 10th level, When casting a cantrip or spell of any level, you can choose to remove the verbal or somatic component of that spell.  You can only choose one the components in question.  The other will then remain unaffected.  If a spell has only a verbal or somatic component, this ability still removes component in question.  

Came, Saw, Conquered

Your duelist abilities have reached the apex of what a wizard of your caliber would wish for, now you've perfected a technique of learning who the cream of the crop really is.  Finishing fights before the they even start.  

Starting at 14th level, you now have advantage on all initiative rolls.  On all targets that you go before on the first round of combat, you're able to cast TWO leveled spells centered/targeting the target(s) in question.  The spells casted can only be up to one third of your overall wizard level.  If the spell you're attempting to cast is an AOE spell, the spell must be centered directly on a target.  Spells casted through this method can only be spells that are able to be casted within 1 one action.  You can mix and match these spells with cantrips too.  You are able to use a buff spell for one of the spells casted.  Also, any creatures that have a lower initiative count than you, are unable to Counterspell you or use any reactionary ability to reduce or negate damage against you.    

You also gain a new way to utilize Dominance Blast, to its fullest potential, being able force and realize ephemeral strands of might within a blink of an eye.  

Now whenever you cast the Eldritch Blast spells you can expend a use of Dominance Blast to cast another Eldritch Blast without use of an action.  You can use this feature a number of times in one turn equal your wizard level QUARTERED and rounded down.  At 20th level with 5 charges of Dominance Blast, you would be able to cast Eldritch Blast five extra times within that single turn.  

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