Base Class: Wizard
Wizards of the School of Energetics turn their inquisitive minds to the realm of science, finding ways of using their magical talents to manipulate the various forms of energy in the world around them. These wizards learn to create magical reservoirs within themselves to store potential energy, converting this energy and the energy of their spells to other forms of energy which empower their physical abilities, protect them in combat, and grant them powers almost impossible to understand for lesser minds.
Kinetic Caster
2nd Level School of Energetics Feature
Through your manipulation of kinetic energy, you are able to move more easily and in heavier gear.
At 2nd level, you gain proficiency with light armor, medium armor, and shields. Your speed increases by 10 feet.
Potential Energy
2nd Level School of Energetics Feature
Through your studies of energy manipulation, you have learned how to magically create reservoirs of energy within yourself.
At 2nd level, you gain a pool of Potential Energy points equal to three times your wizard level, which may be converted to kinetic energy in the following ways:
- When you are attempting an Athletics or Acrobatics check, or a Strength or Dexterity saving throw, you may add Potential Energy points to your roll. You may not use more than 10 points in this way.
- You may use your Potential Energy points to increase the distance of a single jump by 1/2 foot for each Potential Energy point used.
- By applying kinetic energy against the force of gravity, you can slow your descent when falling. You may decrease the damage taken from falling by the number of Potential Energy points you expend.
Once used, Potential Energy points leave your total pool of Potential Energy. You regain all Potential Energy points after completing a long rest.
Thermodynamics
6th Level School of Energetics Feature
Through diligent study of the transfer of heat energy, you have learned to manipulate fire damage.
At 6th level, you gain the following abilities:
- Intensify Heat: When you cast a spell that deals fire damage, you can add your Intelligence modifier to the damage dealt.
- Absorb Heat: When you take fire damage, you can use your reaction to reduce the damage by your Intelligence modifier and add the amount reduced to your Potential Energy pool. Your Potential Energy pool cannot exceed its maximum value in this way.
Equal and Opposite
10th Level School of Energetics Feature
You have learned to apply one of the fundamental laws to your magic. "Every action has an equal and opposite reaction."
At 10th level, you can use use your reaction to halve incoming damage, rounded down, and immediately send the amount reduced back at your attacker as force damage. Make a spell attack roll to hit your attacker in this way.
You can use this feature a number of times equal to your Intelligence modifier (minimum once) per long rest.
Quantum Tunneling
14th Level School of Energetics Feature
You have studied the physics of the world down to the most fundamental level and have learned to apply your magic to warp quantum mechanics itself.
At 14th Level, you can expend a spell slot to cause the atoms of your body to quantum tunnel through a solid material.
- If tunneling through a large material, such as a wall, you can use your action to travel 10 ft. for each level of the spell slot expended.
- In combat, you can use your reaction to expend the spell slot, causing an attack directed at you to miss you entirely as it passes through you.
- If the attack is made with a weapon, you must use a spell slot of 4th level or higher.
- If the attack is made with a spell, you must use a spell slot equal to the level of the spell cast, minimum 4th level slot.
- If you do not have a spell slot at a high enough level, this ability fails.
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