Base Class: Wizard
The School of Inertia focuses on the study of matter, its motion and behavior through space and time, and the related entities of energy and force. As a practitioner in this field, your research is at the intersection of physical science and the arcane, allowing you to bend the laws of physics to suit your needs. As your knowledge expands, so to will your ability to capture force and energy and redistribute it according to your whims; stopping arrows mid-flight, freezing enemies in place using their own momentum, or eventually reversing the laws of gravity itself.
Members of the School of Inertia are typically well-regarded by Artificers and War mages, who respect their focus on practical matters and pragmatic solutions. They are viewed with a measure of disdain by some practitioners of the more abstract arcane fields, however, who consider research towards understanding the limits of the physical world instead of simply surpassing them as a waste of arcane talent.
Slow Missiles
At 2nd level, you have learned to harness the power of inertia to slow the velocity of incoming missiles, allowing you to reduce their impact or avoid them entirely. When you are targeted by a ranged weapon attack, you can use your reaction to roll a d4 and subtract the result from the attack roll. If the attack still hits, the resulting damage is reduced by the number rolled.
If the attack misses, the missile is stopped mid-flight and remains suspended in the air for 1 minute. A creature is able to touch the missile as a bonus action on their turn and re-fire it at an enemy, making a new attack roll but using all of the original attack and damage modifiers of the enemy who originally fired the missile.
As you gain levels in this class, the Slow Missiles die rolled increases to a d6 at 6th level, and a d8 at 10th level.
Inertial Barrier
Starting at 2nd level, your understanding of the force of movement has allowed you to use your enemy's momentum against them. As a reaction, after an enemy has moved 10 or more feet in your direction on their turn, you are able to project a dome of inertia that creates an area of difficult terrain in all directions extending 15 feet from you until the start of your next turn.
Ranged weapon attacks that begin, enter, or pass through the dome are made with disadvantage, and the total damage of any successful ranged weapon attack that has a flight path within the dome's range are reduced by your current Slow Missiles die.
You are able to project this barrier once per short rest.
Inertial Reservoir
Starting at 6th level, you are able to capture the potential energy from enemy actions and reapply them in a variety of ways.
You now have an Inertial Reservoir that can be filled with Inertia points as described below:
-You gain Inertia points equal to any dice rolled for your Slow Missiles feature (including any dice rolled to reduce ranged weapon attack damage from Inertial Barrier).
-You gain Inertia points whenever a hostile creature spends movement within your Inertial Barrier equal to 1 point per foot of movement.
-You gain Inertia points equal to the half the total number of feet moved by a hostile creature whose speed is currently altered by a spell you have cast.
-Taking bludgeoning or piercing damage adds 1 Inertia point per point of damage.
-Taking force or falling damage adds 2 Inertia points per point of damage.
-You passively gain 5 Inertia points per hour of travel at a normal pace or 10 points per hour of travel at a fast pace.
Your Inertial Reservoir can hold a maximum of your current Wizard level x 10 Inertia points. Whenever you finish a long rest, your Inertial Reservoir value resets to 10. If you end a short rest with no Inertia points in your Inertial Reservoir, you gain 5.
Conservation of Momentum
You are able to use the Inertia points stored in your Inertial Reservoir in the following ways:
Reduce Impact: When you are hit by an attack while concentrating on a spell, you can spend a number of points equal to the damage taken in order to gain advantage on your concentration saving throw.
Kinetic Transference: When you hit an enemy with a spell that requires a spell slot and targets a single creature, you can use a bonus action to move that creature up to 15 feet in any direction at a rate of 5 feet per 5 points for Medium or smaller creatures, 5 feet per 10 points for Large creatures, and 5 feet per 15 points for Huge creatures.
Instantaneous Acceleration: When moving on your turn, you are able to increase your walking speed by 5 feet per 5 points spent, to a maximum of twice your current speed.
Relative Acceleration: When an ally within 30 feet of you moves on their turn, you can use your reaction to increase their walking speed by 5 feet per 10 points spent. You can also use a bonus action on your turn to grant this effect before your ally's turn, provided the ally is within 30 feet of you when their turn begins.
Gravitational Deceleration: As a reaction you can spend 5 points to cast feather fall on yourself without consuming a spell slot, extending the benefit to others at a rate of 10 points per creature within the spell's range.
Increase Velocity: When you or an ally makes a ranged weapon attack, you can use your reaction to increase the attack's normal and long range by 5 feet per 5 points spent provided the missile's flight path comes within 30 feet of you during its travel. You can also use a bonus action on your turn to grant this effect before your ally's turn, provided the ally is within 30 feet of you when their turn begins. Any piercing, bludgeoning or slashing damage from a missile enhanced by this feature increases by 1d6 for every 10 points spent.
General Relativity
Beginning at 10th level, your expanding knowledge of the laws of motion allow you to use your Inertial Reservoir in more powerful ways.
Gravity Well: As an action, select a point within 120 feet of you that you can see. After spending 5 Inertia points per creature caught within a 35 foot radius of this point, each creature within this sphere must make a Strength saving throw equal to your spell save DC or be pulled 15 feet towards the center of the sphere. A creature that fails this save and touches the area within 5 feet of the center of this sphere takes 3d6 force damage and is restrained until the end of their next turn. You must have the minimum Inertia points required to affect every creature caught within the well's radius or the Gravity Well will fail.
Terminal Velocity: When you or an ally makes a ranged weapon attack that travels at least 20 feet, you can use your reaction to spend 20 Inertia points to either add a +10 bonus to the attack roll or to turn the hit into a critical hit, provided the missile's flight path comes within 30 feet of you during its travel. You can do this after rolling for an attack, but before the attack's success is determined.
Displacement Vector: As an action, you can spend 5 Inertia points per spell level to cast catapult on an object within range. If the spell is successful you can increase the total amount of damage dealt by spending up to 15 additional Inertia points per extra point of damage.
Efficient Conversion: As an action, you are able to touch any missile frozen in mid-flight as a result of your Slow Missiles trait to absorb any remaining kinetic force and gain 5 Inertia points, causing the missile to fall to the ground harmlessly.
Special Relativity
At 14th level, you have successfully bridged the gap between the study of physics and the arcane. Your Slow Missiles feature now also applies to ranged spell attacks that target one creature. A spell frozen in midflight using this feature can be re-directed by a creature as a bonus action, using the original caster's spell attack modifiers. Alternatively, if Efficient Conversion is used on a spell of 2nd level or higher frozen in this way, the caster regains a spell slot equal to half the spell's level, rounded down, in addition to 5 Inertia points.
Additionally, as an action you are able to use your Inertial Reservoir to cast telekinesis for 90 Inertia points, reverse gravity for 130 Inertia points, and time stop for 170 Inertia points.
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