Base Class: Wizard
You focus your study on projectile magic that can ricochet and hit enemies otherwise impossible to attack. Some "Pinball Wizards" find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak or seek their own gain as bandits, adventurers, or aspiring tyrants.
Ricochet Savant
Beginning when you select this school at 2nd level, all projectile-based spells, such as fire bolt, are allowed to bounce off any surface they hit, traveling in a direction you choose.
For each ricochet, the spell gets -1 damage and -1 to hit.
Savage Rebound
Beginning at 2nd level, you can cause projectile spells to damage multiple enemies at a time. Three times per short rest, when you cast a projectile spell that affects creatures that you can see, you can choose a number of them equal to 2 + the spell’s level within the spell's remaining range. The spell will then ricochet between each of them, acting as if the previous creature had cast the spell with however much spell range was left unused.
The spell only ricochets if it successfully hits a creature.
Reflect Cantrip
Starting at 6th level, you start to learn how to ricochet the spells of others. When you succeed on a saving throw against a cantrip, you may reflect that cantrip back onto the caster.
You still take any damage you would normally receive from a successful save.
Multi-Ball
Beginning at 10th level, you learn how to fire multiple spells at once. When you cast a 1st level spell or higher that fires projectiles (such as magic missile), you may spend two additional spell slots of equal level to double the number of projectiles fired. If two spell slots of a higher level are used, triple the number of projectiles fired.
Using a higher spell slot does not increase the damage of the spell.
Pinball Archmage
Starting at 14th level, you can choose one of three options, and again at level 20:
Bumper
Upgrades Ricochet Savant. Add 50 ft of range to all projectile-based spells. Whenever the spell ricochets, add +1 Bludgeoning damage and +1 to hit.
Conjure Orb
Once per short rest, you may conjure a 5 ft. by 5 ft. metal sphere and launch it at an enemy. It deals 3d10 Bludgeoning damage per hit. After it successfully hits a creature, it ricochets towards the next nearest creature within 40 ft., repeating until there are either no creatures in range or a creature is not hit by the sphere.
When the sphere ricochets, it gains +2 Bludgeoning damage and ignores Ricochet Savant's damage reduction.
For all intents and purposes, the sphere is a spell attack.
Tilt
Gain advantage on all projectile based spell attacks (such as Ice Knife).
Previous Versions
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