Wizard
Base Class: Wizard

(This subclass is meant for campaigns and worlds with binding spells, which are not on dnd beyond but are a personal homebrew school of magic.)

You are a student of the multiverse and it’s materials, you know how to bend, pull, and weave the strings that make up the very universe itself into an arcane force. More often then not, Binding wizards know secrets of the planarverse and are able to manipulate the base forces of reality to their every whim.

Binding Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a binding spell into your spellbook is halved.

Material Bend

Beginning at 2nd level, You can bend the strings and chords of the plane you are on to alter the trajectory of your spells. When you cast a binding spell, you can fold and tear at reality’s chords to redirect a spell at a new target, if the spell is a ranged spell attack and it misses, you can redirect the strike to a new target within feet equal to the spells level + your intelligence modifier(minimum of 1) rounded to the nearest 5, and you roll to attack again. You can apply this feature once to a spell.

Arcane Strings

Starting at 6th level, before you cast a spell, you can alter its magical makeup by swapping its arcane strings and change one aspect of the spell. You can alter the shape of the spell from its existing shape(for example, you can change a spell that is a cone into a cube), you can change the damage of the spell(for example, you can change a spell that does fire damage to force damage), and you can change any secondary conditions the spell applies(for example, a spell that charms can be changed into a spell that frightens.) you can do this with spells of 1st level or higher, and you can only apply one change to a spell at a time.

When you change the shape of a spell, the shape adopts the size of the original size of the spell. For example, a Fireball normally is a 20 foot sphere, but using this feature you can make it into a 20 foot cone, a 20 foot cube, a 20 foot tall and 5 foot wide cylinder(cylinders always will be 5 feet wide), or a 20 foot long and 5 feet wide line(lines are always 5 feet wide). You cannot change the shape of a spell to the shape it already is.

Planar Shroud

Beginning at 10th level,  You have become so used to altering and being around patches of reality with bent and modified chords that you do that to the area around you passively. When you cast a binding spell, you and all creatures within 15 feet of you gain temporary hit points equal to the spell’s level + 10(minimum of 10 temporary hit points), as chords wrap themselves around them and form an arcane shroud. The temporary hit points last for 10 minutes or until reduced to 0, at which point the magical shroud fades away.

You can use this feature times equal to your proficiency modifier per long rest.

Chord enhancement

Starting at 14th level, you are so adept with weaving strings to cast your spells, you can enhance other spells with your existing binding magic by pulling strings from other planes and enhancing your spells. When you cast a spell, you can choose to fuse it with planar strings, causing it to have an extra effect, choose from one of these planes when you use this ability:

Mechanus. your spell is infused with law and order, if the spell would have advantage or disadvantage on an attack, it instead is a normal roll and if a creature were to save from a spell’s effects with advantage or disadvantage, they also would roll normally.

Baator. your spell becomes infused with evil and malice, the spell deals an additional 4d10 psychic damage to those effected by it.

The elemental planes. you infuse your spell with elemental magic. choose between earth(bludgeoning), fire(fire), water(cold), and air(force), and you deal half the damage of the spell to another creature within range of the spell with the chosen damage type.

Fey wilds. you imbue your spell with fey magic and it seeps into a creature’s mind. If the creature is affected by the spell they must make a wisdom save equal to your spell save dc, becoming charmed for 10 minutes if they fail. They are no longer charmed if they take damage.

Shadowfell. you imbue your spell with shadow magic and it seeps into a creature’s mind. If the creature is affected by the spell they must make a wisdom save equal to your spell save dc, becoming frightened for 10 minutes if they fail. They are no longer frightened if they are healed in any way.

you can use this feature times equal to your proficiency modifier per long rest.

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