Wizard
Base Class: Wizard

You can channel your arcane wisdom to manifest temporary creations. You have can create beings beyond belief, making something from nothing.

Study of Creation

Beginning when you select this school at 2nd level, the you can manifest weapons to attack your enemies as a bonus action. When you use this feature, choose of the following options to create:

Bolt slinger: You can create a floating translucent bow or crossbow within 15 feet of you that you can see. When you first create it, you can make a ranged spell attack against any creature within 60 feet of it that you can see. On a hit, the target takes force damage equal to 1d8 + your Intelligence modifier. This magical weapon lasts 1 minute. You can make an addition attack with it as a bonus action as long as it lasts. 

Blade swarm: You can create a ring of six translucent knives that float around you in a five foot radius. When you first create it, you can make a melee spell attack against any number of creatures within 5 feet of you. On a hit, the target takes force damage equal to 1d4 + your Intelligence modifier. This ring lasts 1 minute. You can repeat the melee spell attack as a bonus action on your turn. When a creature enters or exits the radius, you can use your reaction to make the melee spell attack against the creature.

Shimmering Wall: You can create a shimmering translucent wall anywhere within 60 feet of you. The wall can be up to 30 feet long, 10 feet tall, and 5 feet thick. When any ranged attack, line spell, or a spell requiring a ranged attack roll, roll a d6. On a 6, the attack is reflected back, making the caster the target. On a 5, the attack is negated. The wall lasts up to one minute, or until it negates or reflects a number of attacks equal to your Intelligence modifier (minimum of one).

You can use this feature a number of times equal to your intelligence modifier (minimum of one).

Architect's Focus

Beginning at 2nd level, you are adept at spreading your focus. While maintaining concentration on a spell, you gain advantage on saving throws against being charmed and have resistance to psychic damage.

Improved Study of Creation

Starting at 6th level, your creation abilities have the opportunity to become more potent. As an action, you can manifest more powerful variants of the original manifestations. When you use this feature, choose one of the following options to create:

Bolt Barrage: You can create up to three floating translucent bows or crossbows in spaces within 15 feet of you that you can see. When you first create them, you can make a ranged spell attack against a creature within 60 feet of the weapon that you can see. On a hit, the target takes force damage equal to 1d8 + your Intelligence modifier. When you take this action, you can make an attack for each of the weapons created. You can take an action on subsequent turns to attack with all of your summoned weapons. You can use a bonus action on subsequent turns to attack with one of them. These magical weapons last 1 minute.

Blade Cloud: You can create a ring of 18 daggers that float around you in a 15 foot radius. When you first create it, you can make a melee spell attack against any number of creatures within 15 feet of you. On a hit, the target takes force damage equal to 1d4 + your Intelligence modifier. This ring lasts 1 minute. You can repeat the melee spell attacks as an action on your next turn. When a creature enters or exits the radius or starts its turn there, you can use your reaction to make the melee spell attack against the creature.

Shimmering Barrier: You can create a shimmering translucent wall anywhere within 60 feet of you. The wall can be up to 30 feet long, 10 feet tall, and 5 feet thick. When any ranged attack, line spell, or a spell requiring a ranged attack roll, roll a d6. On a 6, the attack is reflected back, making the caster the target. On a 5, the attack is negated. In addition, creatures of your choice can attack through the wall with a ranged attack, line spell, or spell requiring a ranged attack roll. When they do and the attack hits, the target takes extra force damage equal to your intelligence modifier (minimum of one). The wall lasts up to one minute, or until it negates or reflects a number of attacks equal to your Intelligence modifier.

Mimicry of Life

Beginning at 10th level, you can create an shimmering image of yourself within 20 feet of you as an action. This image has the same stats as you, rolls its own initiative, and has hit points equal to your wizard level. You can control its actions, but it has a personality of your choosing. Any magical item you have, the shimmering image has a mundane variant of the same item. You share spells slots and spells known with it, but it can maintain its own concentration. It can not use any class features other than Wizard spells and number of attacks. This image lasts until the start of your next short or long rest. You can use this feature once per long rest.

Magnum Opus

Starting at 14th level, you can choose the level of creation you hoped to achieve. When you first choose this feature, pick one of the following options.

Arcane Ballista

When you choose this option, you gain the ability to create siege engines with only your arcane power. As an action, you create a loaded magical ballista within 15 feet of you. The ballista is 10 feet by 10 feet. The ballista has a range of 120 feet. Any creature can use its bonus action to aim the ballista, and its action to fire the ballista. The ballista is magically reloaded at the beginning of each of your turns. When any creature fires the ballista, make a ranged spell attack. On a hit, the target takes force damage equal 4d10 + your Intelligence modifier. This ballista lasts 10 minutes. You can use this feature once per long rest.

Arcane Bastion

When you choose this option, you gain the ability to create a magical bastion. As an action, you can create a shimmering 30 foot cube, centered on yourself. Any creatures that would be in the cube that you choose are pushed away from you until they are not in the cube. No creatures, attacks, or spells can enter or exit the cube, even with teleportation. The cube extends into the ethereal plane. This effect last until the end of your next turn, but you can use your action to extend the duration by one round. You can maintain the cube for a number of rounds equal to your constitution modifier. You can continue to maintain this for addition rounds, taking necrotic damage equal to 2d12 + an addition d12 for each extra round you have maintained it.  Once you use this feature, you cannot use it again you finish a long rest.

Cleaving Armor

When you choose this option, you can use an action to cover yourself and a number of creatures equal to your intelligence modifier in translucent spinning blades. Creatures covered in these blades are resistant to all damage from ranged weapon attacks, and gain +1 to their AC. Any creature that makes a melee weapon attack against a creature covered in blades takes 1d8 magical slashing damage. These blades last 10 minutes. You can use this feature once per long rest.

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