Wizard
Base Class: Wizard

Wizards who study the School of Protomagic delve into the primal forces and underlying structures of magic itself. They perceive the universe as a complex weave of arcane "code," and through their profound understanding, they can manipulate magic on a fundamental level. This unique insight allows them to cast spells even in areas where magic is typically suppressed or nullified.

Wizards of the School of Protomagic are often seen as the most erudite and enigmatic of their peers. They perceive the world in a way that few can comprehend, often speaking in terms of "codes" and "structures" that underlie reality itself. They might be seen as eccentric or aloof, but their understanding of magic is unparalleled. They are the ultimate arcane scholars, always seeking to unravel the deepest mysteries of the universe.

Protomagic Casting

Starting at 2nd level, you learn to manipulate the raw "code" of the universe to cast spells even in the most restrictive environments. When you cast a spell, you can choose to cast it as protomagic. Spells cast as protomagic are unaffected by areas of antimagic, such as an Antimagic Field, and cannot be dispelled or countered by other means, such as dispel magic or counterspell. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Code of Order

At 2nd level, you gain the ability to manipulate the weave of reality to alter the order of events. You can use this feature to manipulate initiative rolls. When initiative is rolled you can adjust your own initiative roll or the roll of one creature within 30 feet of you by a number up to your Intelligence modifier (minimum of 1), either increasing or decreasing it.

Structural Manipulation

By 6th level, your mastery over the arcane "code" allows you to manipulate the fundamental structure of a spell as you cast it. When you cast a spell, you can choose one of the following unique manipulations:

  • Quantum Range: The spell can target a creature or point you have seen within the past minute, even if it is outside the spell's normal range, as long as it is on the same plane of existence.
  • Temporal Echo: The spell creates an afterimage, allowing it to be cast again your next turn without expending another spell slot but still spending the same type of action to do so. The spell slot being spent must be 5th level or lower.
  • Arcane Convergence: You can weave the effects of two different spells into one casting, effectively casting both spells simultaneously with a single action. The combined level of the spells cannot exceed your proficiency bonus and both spells must have a casting time of an action or bonus action.

You can use this feature once per long rest.

 

Resonance Mastery

At 10th level, your deep understanding of the universe's arcane fabric enhances your spellcasting abilities. When you cast a spell as protomagic, it gains the following benefits:

  • Enhanced Concentration: You have advantage on concentration checks to maintain protomagic spells.
  • Arcane Retention: When you cast a protomagic spell, you can choose to retain a portion of its arcane energy. After casting the spell, you regain a spell slot of a level equal to half the level of the protomagic spell cast (rounded down).

Reality Manipulation

At 14th level, your mastery over protomagic allows you to bend reality to your will in a profound way. As an action, you can create a zone of reality manipulation in a 30-foot radius centered on yourself that lasts for a number of rounds equal to your Intelligence modifier (minimum of 1). The zone does not move with you. While inside this zone, you gain the following benefits:

  • You can teleport up to 30 feet to an unoccupied space you can see as a bonus action, without provoking opportunity attacks.
  • You and your allies within the zone have advantage on saving throws against spells and magical effects.
  • Whenever a creature you can see within the zone makes an attack roll, ability check, or saving throw, you can add or subtract a d4 from the result, after the roll but before any effects of the roll occur.

Once you use this feature, you can't use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
11/16/2024 7:24:46 PM
74
0
--
Coming Soon
11/16/2024 7:29:28 PM
30
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes