Base Class: Wizard
While studying the laws of magic a Reality Bender decided to experiment beyond the boundaries of normal spell casting, discovering that they could use magic to bend the laws of reality as we know them. Not only could they cast spells, but they could also bend and sometimes even break reality to achieve their plans. However, their rash manipulation of reality has had an adverse effect on their body and reality as a whole, reality can only take its laws being broken for so long before it shatters.
Level 3: Stability Points
You get a maximum number of Stability Points equal to your int. modifier (min 1) + your proficiency modifier. Your Stability Points are restored to your max amount after a long rest. Your number Stability Points cannot go over your maximum. As a Bonus Action, you can transform unexpended Stability Points into one spell slot. A 1st level slot costs 2, 2nd level cost 3, 3rd level costs 5, 4th costs 6, and a 5th level slot cost 7. You can create a spell slot no higher than level 5 or of a level you don't normally have at your current wizard level.
Level 3: Spell Bender
When you cast a spell, you can change its damage type, add or remove up to 25ft of range (min 5ft), or change the shape of the spell effect. This ability can only be used once per turn and only affects one spell per use of the ability. Using this ability costs 1 Stability Point. At level 5 you can choose to cast a spell without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell. At level 7 you can choose to reduce the spell level by 1 without changing its effect as long as the original spell level is of a level you would normally be able to cast. Using this effect cost an extra Stability Point.
Level 6: Extra Casts
When you use your action to cast a spell you can cast up to 2 extra spells using that action. While using this ability you can cast multiple leveled spells per turn. Using this ability costs you 1 Stability Point to cast one extra spell and 3 Stability Points to cast 2 extra spells.
Level 6: Atonement
On your turn you can choose to use your action to take 1d10 necrotic damage and recharge 5 Stability Points. This damage ignores resistances and immunities.
Level 10: Reality Phasing
When a creature you can see makes hits you with an attack you can use your reaction to phase out of reality, making you immune to non-magical damage until the end of the attacker's turn. Using this ability costs 2 Stability Points.
Level 14: Split Concentration
You can now use this ability to concentrate on a second spell at a time. However, when using this ability, you have disadvantage on concentration checks. activating this ability costs 5 Stability Points
Previous Versions
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