Wizard
Base Class: Wizard

The School of the Pendulum teaches that true arcane mastery is not found in stability, but in controlled instability. Its practitioners believe magic is not meant to flow gently—it is meant to swing, to surge, to reach impossible heights before crashing downward.

Pendulum wizards manipulate the very rhythm of spellcasting, building tension across heartbeats before unleashing devastating cascades of arcane force. In a single breath, they may release a chain of spells that would overwhelm lesser mages. Yet such power comes at a cost. When the pendulum reaches its apex, it must inevitably swing back.

To walk this path is to accept risk as doctrine. These wizards wager their own vitality to bend probability, rewrite outcomes, and force fate to its most extreme conclusions. Triumph and ruin exist side by side, separated only by timing.

Among arcane circles, Pendulum mages are regarded with a mixture of awe and concern. Their magic wins battles in spectacular fashion—but just as often leaves them exposed at the worst possible moment.

For a Pendulum wizard, there is no middle ground.
Only the rise… and the fall.

Level 3: Pendulum Scale

Beginning at 3rd level, you can momentarily destabilize the rhythm of your spellcasting.
Pendulum Scale : As an action, you set a magical scale ranging from a cantrip (0) up to the highest spell level you can cast, maintaining concentration until the end of your next turn and you have vulnerability to all damage until the end of your next turn (cannot cast any spells during that time.)

Level 6: Pendulum : Overflow

At 6th level, When you used Pendulum Scale on the previous turn a creature you can see within 30 feet rolls a d20, you can use your reaction to change the result to 1 or 20 before modifiers are applied. You then take necrotic damage equal to twice the difference between the original roll and the new result. You can use this feature twice per long rest.

Level 10: Pendulum : Final Swing

At 10th level, when you use Pendulum Scale and your hit points drop below half your maximum, you can use your reaction to enter Pendulum : Final Swing for 1 turn. Your spells deal maximum damage, and your d20 rolls count as 20. You gain resistance to all damage during this turn.(replace Vulnerability) When it ends, you drop to 1 hit point, gain two levels of exhaustion, and can’t cast any spells until you finish a long rest. Once used, this feature can’t be used again until a long rest.

Level 14: Pendulum : Transmigration

At 14th level, when you or a creature you can see within 30 feet rolls a natural 1 or natural 20 on a d20 (no modify) , you can flip the result to the opposite extreme (1 becomes 20, or 20 becomes 1) by using a reaction Once used, this feature can’t be used again until a long rest.

Level 3: Pendulum : Raging of Pendulum

When you used Pendulum Scale on the previous turn. You can use your action to cast one cantrip and one spell of each level within that scale simultaneously (Use spell slots), provided none require concentration and each has a casting time of 1 action, Once you use this feature, you can’t use it again until you finish a long rest.

School Of The Pendulum Image

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