Wizard
Base Class: Wizard

Wizards are defined by their detailed and extensive study of magic, in an attempt to understand and manipulate it. Some of them, however, go deeper into this: instead of focusing in a school of magic and mastering it, some focus on magic itself, attempting to understand its inner patterns and proportions. This rather uncommon group of wizards is known as Mathurgist, and their control over magic is one of a style never seen before.

Take the average

By level two, a starter mathurgian can barely grasp many of the concepts they will be forced to understand in a future. As such, they tend to oversimplify things.

Whenever you have to roll any group of dice with the format XdY, you might choose to calculate the average of those dice (rounded up), and use the result instead. You do so before rolling, then roll the dice as normal. If the roll is the same as the average, you gain temporal hit points equal to your Proficiency Bonus. You can use this trait this way a number of times equal to three times your PB.

Alternatively, you might attempt to force an average on someone else. As a reaction, choose a target you can see within 60ft of you that has already rolled a group of dice. They must do an Intelligence saving throw against your spellcasting DC. On a failure, their number is forced into the average and they take PBd6 psychic damage. You have only one use of this form of the trait

Either way, all spent uses of both forms are refreshed after you finish a long rest.

Addition and multiplication

Whenever you roll any group of dice of the format XdY, you may choose to affect the roll in one of the following manners:

1. You replace X by X+1, adding a single die of the rolled type

2. You replace Y by Y+2, changing the type of dice rolled to the following even number (d4 to d6, d6 to d8, d8 to d10, d10 to d12)

You can use any variation of this trait a combined number of times equal to your intelligence modifier, after which you need a long rest to reset it.

Dimensional shift

As an action, you can attempt to change the dimensions around you. You can do any combination of the two options a total of half your PB times (rounded down), after which you'll need a long rest to do so again.

R2: You attempt to force the 2nd dimension onto others and yourself. Choose a direction by pointing at it, creating a vector of dimensional shift. You must also choose an axis (X, Y or Z) which will be removed in the area. Everyone in a 60ft radius sphere around you must make an Intelligence saving throw. On a success, they take 2d6 force damage if they aren't in a dirt straight line of the direction you chose. On a failure, they take 4d6 force damage instead and are pushed into the chosen line. The area is squeezed into an infinitely thin plane, as every object and creature inside it is compressed into a 2D view of itself, ignoring the chosen axis (X for deepness, Y for length, Z for height). Creatures inside the area (including yourself) cannot perceive or affect creatures outside it in any way or manner, unable to comprehend the third dimension. They might have trouble circumventing certain obstacles, up to DM discretion. Creatures outside the area have advantage when attacking them. At the end of its turn, any creature inside the effect may reroll their intelligence saving throw, being propelled back into their original position in R3 on a success.

R4: You attempt to project yourself into the 4th dimension. You can now pass through any physical object or creature, although doing so is considered difficult terrain. You ignore normal difficult terrain. You are considered an unseen attacker against any creature that isn't from the 4th dimension. Creatures have disadvantage against you and, if they miss an attack against you, they receive 1d6 psychic damage. At the beginning of its turn, any creature may (no action required) make an Intelligence check against your spell save DC. On a success, they no longer have disadvantage against you, they no longer take damage on a miss, and you are no longer considered unseen for them, as their kind manages to process the anomaly. You may stay in the 4th dimension for as long as you like. However, at the end of each of your turns there, you take 4d8 psychic damage as your mind tries to stay sane through the experience.

"Okay here, this one is easy I promise!"

By level 14 you have reached the peak of Mathurgy power. You are now able to teach others about your knowledge... or try. As an action, choose a creature within 120ft of you that can hear you and understands your language. The creature must make an Intelligence saving throw, with disadvantage if they hate math. On a failure, the target takes 10d10 psychic damage and is stunned. On a success the target takes half damage and isn't stunned. At the end of each of its turns, the target may choose to reroll the saving throw, breaking free on a success and taking 2d8 psychic damage on a failure. After a minute, the stunned effect naturally comes to an end without taking damage. After you use this trait, you can't do so again until you complete a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/17/2023 2:35:51 PM
1
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes