Base Class: Wizard
The School of Molecular Magic teaches the manipulation of molecular bonds, allowing wizards to command the underlying forces of reality. Practitioners of this arcane art are able to destabilize matter with pinpoint accuracy, creating devastating explosions or weakening the very structure of their enemies' armor and defenses. They are skilled in altering the density of objects, warping gravity, and forming volatile spheres of annihilation that obliterate anything in their path.
Molecular mages view the world as a series of interwoven forces, each strand waiting to be severed, stretched, or reshaped. Their spells often combine destructive power with calculated precision, making them formidable foes in combat and ingenious problem solvers outside it. By mastering molecular manipulation, these wizards become capable of extraordinary feats, from creating gravity wells that draw enemies together to unraveling the fabric of reality itself.
Whether pursuing knowledge for scholarly purposes or to bring devastation to their foes, wizards of the School of Molecular Magic represent the cutting edge of magical theory, wielding forces that were once thought untouchable.
Level 3: Molecular Fusion
When you cast a spell that deals damage, you can choose one target to take additional damage equal to your Intelligence modifier. If the spell targets an area, you can cause all creatures within the area to take this additional damage. Additionally, you learn the Thunderwave spell, which doesn’t count against your spells known. This feature can be used indefinitely.
As a bonus action, choose one creature or object within 30 feet:
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Lighten: The target’s speed increases by 10 feet, and it gains advantage on Dexterity saving throws until the start of your next turn.
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Harden: The target’s speed is reduced by 10 feet, and it gains resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.
Level 6: Gravity Distortion
You gain the following abilities:
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Singularity: As an action, create a small gravity well at a point within 60 feet. Each creature in a 10-foot radius must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be pulled 10 feet toward the center and take 2d10 force damage. You can use this feature a number of times equal to you proficiency bonus, you regain all expended uses upon finishing a long rest.
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Anti-Gravity Aura: For 1 minute, you can reduce the weight of everything in a 20-foot radius around you. Allies in the area gain a flying speed equal to their walking speed, and ranged weapon attacks against creatures in the area have disadvantage. Once you use this ability, you can’t use it again until you finish a long rest.
Level 10: Molecular Decay
When you hit a creature with a spell attack or force it to make a constitution saving throw against your spell save DC, you can reduce its AC by 2 or all its saving throw bonuses by 2 until the end of your next turn.
Level 14: Annihilation Sphere
As an action, you conjure a 20-foot radius sphere centered on a point you can see within 60 feet. The sphere lasts for 1 minute or until you lose concentration (as if concentrating on a spell). It has the following effects:
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Creatures of your choice within the sphere at the start of their turn must succeed on a constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or take 6d10 force damage and be restrained until the end of their turn.
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You can move the sphere up to 30 feet as a bonus action, dragging restrained creatures with it.
Once you use this feature, you can’t do so again until you finish a long rest.