Wizard
Base Class: Wizard

A master of impedance, the Mud Wizard wields mud against the forces of tyranny, casting spells and various muckery.

Level 2: Mud Mastery

At 2nd level, your mastery of impeding the progress of others manifests itself through your spells. Whenever you cast a spell that creates difficult terrain in a radius or area, double the radius or area of the spell. If the spell impedes movement in some other way, such as Rime's Binding ice, increase the radius or area by 10ft.

The Thick of It

At 2nd level, you are adept at weaving through thick substances. You are unaffected by earth-related difficult terrain such as mud, and your ground movement speed cannot be reduced by any means, unless it would be reduced to 0. You automatically succeed any check or save against being grappled if both you and the other creature are in difficult terrain.

Viscosity

At 6th level, you can give your spells gain a disposition of thick mud. When you cast a spell, you may choose to give it a disposition of mud before resolving any of its effects. A grounded creature who is hit by a spell attack or fails a saving throw against such a spell has their movement speed halved from the thick mud until the beginning of your next turn. An airborne creature must make an additional strength save or fall prone, unable to support the thick mud. You may use this feature a number of times equal to your intelligence modifier. You regain all expended uses at the end of a long rest.

Shove

At 10th level you know how to best exploit the imbalance most creatures face inside difficult terrain. As a bonus action on each of your turns, you may attempt to shove a hostile creature within 5ft of you that is inside difficult terrain. That creature must make a strength saving throw against your spell save DC or be knocked prone. You may then move up to half your movement speed, not provoking opportunity attacks from the affected creature. A creature knocked prone in this way must spend all of its movement to get back up on its next turn.

Unorthodox Protest Tactics

At 14th level, you may use an action on your turn to create a massive ripple in the ground, tearing apart the earth and creating a giant, nigh impassable area of mud. You create a line of mud 500ft long and 60ft wide in a solid area of ground within 300ft of you. You may choose the orientation of the line. The mud counts as difficult terrain for all purposes, however it takes 15ft feet of movement to move 5ft in the extremely thick mud. In addition, a creature that starts its turn in the mud must make a strength saving throw or have its movement speed reduced to 0ft until the beginning of its next turn. The mud remains for 8 hours before vanishing. Once you use this feature, you can't use it again until you finish a long rest.

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