Wizard
Base Class: Wizard

Wizards of the School of the Blooming Mind believe that nature is the purest expression of magical order. Where others see chaos in storms and roots, these wizards perceive perfect symmetry, a living equation of creation, growth, decay, and renewal. Through years of study, they learn to weave their spells in resonance with this primal rhythm, using balance itself as their weapon and defense.

A Blooming Mind wizard treats a battlefield like a garden: every motion planned, every spell nurturing one side and wilting the other. Their techniques focus on strategically transforming the battlefield, providing bonuses to allies, and hindering foes. Essentially, they redirect the flow of energy to promote harmony for their companions and entropy for their enemies.

Out of combat, these wizards are students of natural structure and patterns. They decipher the sacred geometry of petals, the lattice of crystal veins, and the spiral code of seashells. This insight allows them to shape the world in subtle ways—restoring balance to corrupted terrain, sensing disturbances in magical flows, or stabilizing natural magic where it runs wild.

To the Blooming Mind, intellect and intuition are one: the bloom of knowledge that feeds the roots of wisdom. They are contemplative but decisive strategists who believe that victory and progress come through understanding and adaptation.

Level 3: Harmonic Bloom

Your study of natural harmony lets you weave resonant patterns of energy through the living world and the weave of magic itself.

Whenever you cast a spell of 1st level or higher, you generate one Harmonic Charge, up to a number equal to your proficiency bonus. After every Long Rest, you awaken with one Harmonic Charge.

As a bonus action, you can expend one Harmonic Charge to apply one of the following effects to a creature within 30 feet that you can see:

- Bloom of Vitality (Buff): The target gains temporary hit points equal to your Intelligence modifier (minimum 1) and has advantage on the next Strength or Dexterity saving throw it makes before the start of your next turn.
- Bloom of Decay (Debuff): The target must succeed on a Constitution saving throw against your spell save DC or take force or necrotic damage (your choice) equal to your Intelligence modifier and has disadvantage on the next Strength or Dexterity saving throw it makes before the start of your next turn.

Bloomed (Keyword). A creature is Bloomed if it is affected by your Harmonic Bloom, is inside terrain you modified (e.g., Resonant Terrain / Arcane Ecology), or is a creature you affected with one of your subclass spells this turn. Bloomed ends at the start of your next turn or when the creature leaves the terrain. You can maintain no more than one active bloom per target.

At your DM’s discretion, the visible manifestation of a bloom might appear as subtle petals of light, geometric patterns of pollen and mist, or faint sigils that pulse like living veins of magic.

Level 3: Botanical Insight

You develop a deep academic understanding of natural magic and living ecosystems. You gain proficiency in the Nature skill. If you already have proficiency in Nature, you instead gain expertise, doubling your proficiency bonus for Nature checks.

Additionally, when tracking creatures or analyzing signs in natural terrain, you may use Intelligence (Arcana) instead of Wisdom (Survival), representing your arcane method of reading magical residues, growth patterns, and life signatures.

Level 6: Harmonized Thesis

Once per turn when you damage or heal a Bloomed creature, apply one of the following Thesis riders:
• Vital Thesis (ally): It gains temporary hit points equal to your INT modifier and a bonus to its next Strength or Dexterity saving throw equal to your proficiency bonus before your next turn.
• Decay Thesis (enemy): It takes extra damage equal to your INT modifier (same type as the triggering spell) and suffers minus 10 to its movement speed until your next turn.
If the creature became Bloomed by your Harmonic Bloom this turn, you can apply this rider without consumer your once-per-turn use.

Level 10: Bloomweave

When you cast a spell of 1st level or higher that restores hit points or deals damage, you may empower it with woven natural magic. Choose one creature affected by the spell. That creature either regains an additional 1d8 + your Intelligence modifier hit points, or takes an additional 1d8 + your Intelligence modifier damage of the same type. If the target is Bloomed, you can either maximize one die of the heal/damage or add +PB to the temp HP provided by Vital Thesis (choose each time).

You can use Bloomweave a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 10: Resonant Terrain

As a bonus action, you attune the ground around you to your magic. Choose a point you can see within 30 feet. For 1 minute, that 10-foot radius area becomes resonant terrain. Allied creatures in the area have half cover, and hostile creatures treat the area as difficult terrain.

You may move the area to a new point within range as a bonus action. The effect ends early if you are incapacitated or die.

Level 10: Arcane Ecology

While you or your allies are in natural difficult terrain or terrain you modified, you can use a bonus action to choose one Ecology Pulse that lasts until the start of your next turn:
• Grasp: Enemies that start their turn in your terrain (within line of sight) must succeed on a Strength save or have speed halved and disadvantage on checks to escape grapples until end of turn.
• Shelter: Allies in your terrain gain +PB to AC against the first attack that hits them before your next turn.
• Pathfind: Allies in your terrain ignore difficult terrain and gain a climb speed equal to their speed on nonmagical surfaces until your next turn.
In your modified terrain, you can use Intelligence for Nature and Survival checks and you have advantage on those checks.

Level 14: Living Spellgarden

At 14th level, your spells take root in the living world. When you cast a spell of 3rd level or lower that creates a persistent area of effect and normally requires concentration (such as Mind-Snaring Vines, Web, or Wither and Bloom), you may choose to root the spell.

A rooted spell requires no concentration, lasts for its full duration, and continues even if you move or become incapacitated. The spell remains fixed in the area where it was created.

While a rooted spell persists, the affected area becomes attuned to your harmonic field:
• Hostile creatures treat the area as difficult terrain.
• Allied creatures gain half cover while inside it.

Once per long rest, you may cast one such spell without expending a spell slot. When cast this way, the spell is automatically rooted.

Only one spell can be rooted at a time. If you root a new spell, the previous one ends immediately.

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