Base Class: Wizard
TBD
Your magic is volatile yet adaptable. You do not avoid wild surges; you guide them. You do not flinch from unstable space; you step through it. And though the price of such power is unpredictability, the rewards are spectacular.
Fracture Aesthetic Table
Roll, choose, or combine effects to give your wizard a signature style.
| d8 | Fracture Aesthetic |
| 1 | Space bends inward around your hands, as though pulled by invisible gravity. |
| 2 | Your spell emits a faint chiming sound, like glass cracking in reverse. |
| 3 | Light around you refracts, splitting into motes of impossible colors. |
| 4 | Thin lines of glowing geometry form briefly in the air, then collapse inward. |
| 5 | Aether dust—glittering, drifting particles—pours from your sleeves or hair. |
| 6 | Your shadow fractures into several pieces that move slightly out of sync. |
| 7 | Your voice echoes as if spoken from several overlapping points in space. |
| 8 | Small tears appear around your spell, revealing glimpses of other places. |
Level 3: Fractured Casting
Whenever you cast a wizard spell of 1st level or higher, you may choose to roll Instability Dice to amplify the magic.
You gain a number of Instability Dice equal to your proficiency bonus.
All expended dice return when you finish a long rest. Your Instability Dice are d4s(d6 at level 10, d8 at level 14).
You may add an Instability Die to any damage roll, attack roll, or healing effect generated by a wizard spell you cast.
You can add multiple dice to a single spell. However, if any Instability Die rolled shows its maximum value, you trigger a Controlled Surge.
Controlled Surge
Whenever you trigger an Instability Threshold (any Instability Die rolls its max result), roll on the Controlled Surge Table below. You may reroll the result a number of times equal to your Intelligence modifier (minimum of 1) per long rest.
Controlled Surge Table (3rd Level)
| Result | Surge Effect |
| 1 | Aether fortifies you. Gain temporary hit points equal to your wizard level + Int modifier. |
| 2 | Arcane backlash. One creature of your choice within 10 feet takes force damage equal to the highest Instability Die rolled. |
| 3 | Spatial flicker. You teleport up to 10 feet to an unoccupied space you can see. |
| 4 | Repulsive distortion. Creatures of your choice within 5 feet must succeed on a Con save (DC =your spell save DC) or be pushed 10 feet away. |
| 5 | Focus spike. You gain advantage on your next attack roll, saving throw, or ability check. |
| 6 | Stabilization. Nothing additional occurs. |
Level 6: Fracture Step
As a bonus action, you can expend 1 Instability Die to open a localized fracture and teleport up to 20 feet to an unoccupied space you can see.
If the die rolls its maximum value, you also trigger a Controlled Surge.
You may use this feature a number of times equal to your Intelligence modifier, regaining all uses when you finish a long rest.
Level 10: Refined Instability
Your Instability Dice increase to d6s.
When a Controlled Surge triggers, you may choose any result from the Controlled Surge Table instead of rolling.
After you cast a spell and expend Instability Dice, you may immediately teleport up to 10 feet without using any additional resources.
Level 14: Aetherheart Echo
Whenever you cast a wizard spell of 1st level or higher, you may enter an Aetherheart Echo for 1 minute. While in this state:
Your Instability Dice become d8s.
Instability Dice no longer trigger a Controlled Surge unless you choose to trigger one.
Once per turn when rolling Instability Dice, you may treat one die as its maximum value.
Whenever you trigger a Controlled Surge (voluntarily or not), you may teleport up to 30 feet as part of the same reaction.
Once you use this feature, you can’t use it again until you finish a long rest.