Wizard
Base Class: Wizard

The wizards who find themselves studying the power of the Shattering itself are students of a whole new branch of magic that had previously not been available to others of their inclination. Pioneers in a field they find themselves focused more on sustaining their allies and themselves through the culling and nullification of a targets possible other fates that the Shattering exposes them to.

Pioneer of a New Magic

Beginning when you select this school at 2nd level, the gold and time you must spend to copy spells of a school of magic (your choice whenever you choose gain this feature) is doubled, showing your focus on mastering these new uses of magic. However you find the very fabric of the weave granting you knowledge.

Additionally when you gain a level in this class you may select another spell from the Wizard spell list to learn in addition to whatever spells you gain at your new level.

Abjuration

Beginning when you select this school at 2nd level, the gold and time you must spend to copy spells of a school of magic (your choice whenever you choose gain this feature) is doubled, showing your focus on mastering these new uses of magic.

Conjuration

Beginning when you select this school at 2nd level, the gold and time you must spend to copy spells of a school of magic (your choice whenever you choose gain this feature) is doubled, showing your focus on mastering these new uses of magic.

Divination

Beginning when you select this school at 2nd level, the gold and time you must spend to copy spells of a school of magic (your choice whenever you choose gain this feature) is doubled, showing your focus on mastering these new uses of magic.

Enchantment

Beginning when you select this school at 2nd level, the gold and time you must spend to copy spells of a school of magic (your choice whenever you choose gain this feature) is doubled, showing your focus on mastering these new uses of magic.

Evocation

Beginning when you select this school at 2nd level, the gold and time you must spend to copy spells of a school of magic (your choice whenever you choose gain this feature) is doubled, showing your focus on mastering these new uses of magic.

Illusion

Beginning when you select this school at 2nd level, the gold and time you must spend to copy spells of a school of magic (your choice whenever you choose gain this feature) is doubled, showing your focus on mastering these new uses of magic.

Necromancy

Beginning when you select this school at 2nd level, the gold and time you must spend to copy spells of a school of magic (your choice whenever you choose gain this feature) is doubled, showing your focus on mastering these new uses of magic.

Starting at 2nd level when you select this arcane tradition you may as an action link the life of one creature you can see within 30 ft. of you to the weave itself until the end of your next turn.

Whenever you or the linked ally would deal damage to another creature their strike siphons their potential into the link, healing the linked ally for an amount equal to your Proficiency Bonus.

As an action on your following turns you may extend the duration of this effect for another turn. This effect also ends when the creature you link with becomes unconscious, you end your turn further than 60 ft. from the linked creature, or the link has been active for 1 minute, whichever occurs first.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Offensive Adaptation

At 6th level, your ability to link life forces with your allies and the weave has empowered to the extent that when you begin a link and once on your turn when you use an action to extend the duration of your link you may cast a Wizard cantrip that you know as part of the same action. This cantrip can only target one creature and must also have a casting time of one action.

This ability improves at 10th level allowing you to cast a Wizard spell of 1st-level to 3rd-level as part of the same action in place of a cantrip. As before it may only target one creature and must have a casting time of one action.

At 14th level this ability improves once more allowing you to cast up to an 7th-level spell while maintaining your link in place of any other spell

Starting at 10th level, the connection you forge with your allies and yourself has grown to such an extent that you may maintain a number of additional links with the same action equal to your Intelligence modifier. You may establish up to your limit of links without using additional uses of Lifelink as part of the same action to establish any other link.

You are also able to leech healing from the links when your allies trigger the healing surge, whenever a creature triggers lifelink you are also healed for the same amount. You need only one action to maintain your links on subsequent turns, if one creature is out of range of your link by the end of your turn, only their link is severed.

Additionally as a reaction when one of your links would end or break you may expend a spell slot up to 5th-level and heal the ally who is about to lose their link for triple the expended spell slot's level, potentially preventing the link from being severed.

Ao's Mirror Shield

Upon reaching 14th level, your ability to stave off injury through the leaching of potential from foes has reached it's pinnacle. When one of your linked allies benefits from the links healing and it heals them above their maximum hp. They instead gain a stacking pool of temporary hit points equal to the remaining amount of healing. Linked Allies lose any temporary hit points gained from this source when their link ends.

While an ally has temporary hit points from this source they gain advantage on saving throws against spells.

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