Wizard
Base Class: Wizard

you have studied magic not to know it's infinite secrets, but rather to use it to your whims. you use the immense wellspring of knowledge you've gathered to exploit your surroundings wether it be people or objects.

Inebriated Retribution

Beginning when you select this school at 2nd level, whenever a creature hits you with a melee attack, you can use your reaction to force that creature to make an intelligence saving throw against your spell save DC. on a failed save the creature is forced to make another melee attack roll against itself, regardless of whether or not it should be able to. on a success nothing happens. you can use this ability a number of times equal to your intelligence modifier, and regain 1 use on a short rest, and all expended uses on a long rest.

Magnetize Missiles

Beginning at 2nd level, your mastery over the arcane allows you to alter fate to some capacity. whenever you cast a spell that deals damage, you can give yourself advantage on the attack roll, or alternatively if the spell requires a saving throw, you can give any creature targeted by your spell disadvantage on their saving throw. once you use this ability you cannot use it again until you take a long rest.

the number of times you can use this ability goes up by 1 at 7th and 14th level.

Irrepressible

Starting at 6th level, the spells Knock and Arcane Lock are automatically added to you spell book. These spells are always prepared and do not count Against the number of spells you know, nor the number of spells you can have prepared. On top of this, these spells can both be cast with first level spell slots. If you already know either of these spells you can swap them out for another wizard spell of the same level.

Arcane Resistance

Beginning at 10th level, whenever you finish a short or long rest you can pick any 1 damage type between Fire, Cold, Poison, Acid, Psychic, Thunder, and Lightning and until your next short or long rest you have resistance against that damage type.

Acid

you are resistant to Acid damage until your next short or long rest.

Cold

you are resistant to Cold damage until your next short or long rest.

Fire

you are resistant to Fire damage until your next short or long rest.

Lightning

you are resistant to Lightning damage until your next short or long rest.

Poison

you are resistant to Poison damage until your next short or long rest.

Psychic

you are resistant to Psychic damage until your next short or long rest.

Thunder

you are resistant to Thunder damage until your next short or long rest.

Elemental Insurgent

Starting at 14th level, whenever you are dropped to 0 hit points, you can expend a spell slot of 5th level or higher to instead drop to 1 hit point. for 1 minute after you use this ability all attacks you make, spell or otherwise, regardless of attack roll or saving throw, deals an extra 1d12 damage of your current Arcane Resistance damage type. you c an use this ability once, and regain all expended uses after a long rest.

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