Wizard
Base Class: Wizard

While many adventurers enjoy moving quickly around the battlefield, teleporting or jumping high into the air. Followers of the school of calm reflection spurn this frivolousness,  instead choosing to remain still during combat standing steady without fear of opponents attacks, sacrificing their movement to gain benefits to your cantrips or entering a trance like sense of meditation which exerts powerful effects on the world around them.    

Still mindfulness

Beginning when you select this school at 2nd level, you can work more effectively if you remain still. you may add 1d4 to the attack rolls of your wizard cantrip as a bonus action. If you do so, you may not move on that turn or the next one. you may do this after the attack roll but before the gm says weather it hits. you cannot use this ability if you have already moved, or if you cannot move, including due to this ability.  

mindful state

Beginning at 2nd level, you can create enter a state of meditation to gain the effects of certain spells. you may use your action to pick a topic to consider and enter a trance. you may not enter this trait if you are already blind or if you have moved this turn. During this time you are blind and prone, and you cannot move or make attacks. you gain the effects of certain spells as if you had cast  them upon entering the trance. you do not need to maintain concentration on these spells to continue their effects although the effects do end with the trance. When the spell's duration ends, or when you use a bonus  action to end it, you remain blinded for 1d8 turns. you gain two options of ideas to ponder. you may swap these ideas for others on a long rest. you gain more options at 6th level and again at 10th and 14th level.

Anger of the sky

When you enter this state, you begin to unpredictable nature of the sky. You gain the effects of call lightning, centred on yourself. You are immune to it's damage and have trusight within 30 ft of its bolts. You can also cast thunderwave at will.

Beauty of life

When you enter this state, you begin to ponder the wonderful beaty of all living things. You gain the effects of beacon of hope. you can see through the eyes of the effected creatures, using their senses. you may cast healing word at will.

Brilliance of puppetry

When you enter this state, you begin to consider the wonderous elegance of puppets and their masters. You gain the effects of Arcane hand. you gain blindsight within 30 ft of the hand and can also a limitless number of mage hands, although you may still only create one per turn.

Calm of silence

When you enter this state, you begin to smile at the calm nature of a silent room. You gain the effects of globe of invulnerability centred on yourself. You can also cast counter spell at will at 3rd level.

Elegance of wind

When you enter this state, you begin to consider the elegance of a clam breeze. You gain the effects of whirlwind, centred on you. you are immune to it's damage . you have trusight within 30 ft of the whirlwind and can also cast magic missile  at will at 2nd level.

Futility of violence

When you enter this state, you begin to understand the futile nature of harming others. You gain the effects of blur. you can  see through the senses of those who miss you with attacks and can also cast shield at will.

Inevitability of death

When you enter this state, you begin to rage against the unstoppable march of death. You gain the effects of Cloudkill centred on yourself. You are immune to its damage. each person killed by the cloud releases another cloud, which dose not spawn clouds of its own.  you are aware of the location of anyone who this spell has killed.

Majesty of the void

When you enter this state, you begin to consider the majesty of the void and all who live there. You gain the effects of Black tentacles, centred on you. you are immune to it's damage . you are aware of who the tentacles have damaged and can also hunger of hader at will.

Meaninglessness of direction

When you enter this state, you begin to ponder the meaninglessness of our mortal definitions of direction . You gain the effects of reverse gravity centred on you. It dose not effect you. you may cast blindness/deathness at will even on targets you cant see.

Might of the earth

When you enter this state, you begin to ponder the raw power of the earth. You gain the effects of earthquake, centred on yourself. You are immune to it's damage and have tremerose within its area. You can also cast erupting earth at will.

Power of fear

When you enter this state, you begin to ponder the great strength offered by using a creatures fears. You gain the effects of weird, centred on you. You are immune to its effects. you can see through the eyes of the effected creatures, using their senses. and may use your reaction to cast animate dead on anyone killed by that spell. The corpses cease to act at the end of the trance.

The horrors of the dark

When you enter this state, you begin to ponder the terrible things that hide in the dark. You gain the effects of eybite and have darkvision within 60 ft of your target. you may cast shatter at will.

The nature of reality

When you enter this state, you begin to ponder the uncertain nature of what is and isn't real. You gain the effects of mirage arcane and have 30 ft of true sight. you may cast major image at will.

Uncertainty of centience

When you enter this state, you begin to ponder the uncertain nature of sentience and free will .You gain the effects of animate objects, and have blindsight within 30 ft of these objects. You can also cast command at will.

Wonder of nature

When you enter this state, you begin to consider the beautiful wonder of the natural world and it's denizens. You gain the effects of Conjure animals. you gain blindsight within 30 ft of the animals and can also cast guiding bolt at will.

Wrath of flame

When you enter this state, you begin to consider the great extent of the hunger of flames. You gain the effects of Melf's minute meteors. you gain blindsight within 30 ft of where the meteors land for 1 turn and can also cast flaming hands at will.

Constant trance

Starting at 6th level, you can meditate even when others would sleep. You may enter your trance state during a long or short rest without interrupting the rest the spells offered by this also do not end the rest. If the duration ends before you end the rest, you must make an intelligence saving throw or begin considering a random other idea.

heightened thoughts

Begining at 6th level, your meditation grants grate insight into certain topics, you gain expertise in your choice of arcana , history or religion.

Arcana

You have expertise in arcana.

History

You have expertise in history.

Religeon

You have expertise in religion.

Calm deflection

Beginning at 10th level, you can add your Intelligence modifier to your armour class if you have not moved yet this turn.

Shared ideas

Starting at 14th level, you can share your deep insight  with your fellow travers. Creatures within 50 fi of you have the ability to enter a trance the same way you can. they have access to the same concepts as you. 

 

School Of Still Reflection Image

Comments

Posts Quoted:
Reply
Clear All Quotes