Casting Support
Prerequisite: Character Level 0
Gain -1 DEX, -1 STR, +2 to your casting attribute. You may use the Barrage ability once per long rest. Gain the Multitasking Expert feature.
Advanced Casting Support
Prerequisite: Character Level 7
You may use the Barrage ability twice per long rest. Gain the Unlimited Power feature.
Casting Superiority
Prerequisite: Character Level 14
You may use the Barrage ability three times per long rest. Gain the Insurmountable Casting feature.
Multitasking Expert
When a spell would target two or more enemies, you can target one additional enemy with the spell. This does not change the effective level the spell is cast at, and does not affect AOE spells.
Unlimited Power
You may use your bonus action to cast any spell of level less than one sixth of your character level, rounded down. For example, at level 3 you can cast any 0th-level spell, at level 6 you can cast any 1st level spell or lower, and at level 18 you can cast any 3rd level spell or lower.
Insurmountable Force
Any spell which uses a reaction to counter your spells must be cast one level higher than normal to have an automatic effect (for example, if you cast a 5th level spell, an enemy must use a 6th level or higher Counterspell to counter your spell without rolling).
Combat Focus
Prerequisite: None
You are one of the foremost casters of your time. You can use this to your advantage by switching between combat focuses, as detailed below.
You choose a combat focus at the beginning of a particular encounter, after rolling initiative. The combat focus remains in effect until the end of that combat (usually when you no longer act within initiative order, or alternatively as determined by the DM).
Combat Focus: Control
Enemies try to overwhelm your allies with sheer numbers, and only you can put a stop to the onslaught. Once per turn, as a free action, choose a spell which meets the following criteria:
- You are capable of casting the spell;
- The spell has a casting time of either an Action or a Bonus Action;
- The level of the spell is no higher than five, or your spellcasting modifier (whichever is lower);
- The spell has an area of effect;
- The spell inflicts (or attempts to inflict) a negative condition on one or more hostile creatures.
You may cast that spell. When you do so, the following effects apply:
- The size of the affect is doubled.
- The range that you can cast the effect increases by 30ft, or double (whichever is lesser).
- You gain a bonus to your save DC equal to half your spellcasting modifier (rounded down).
- All damage dealt by the spell is halved.
Additionally, you may choose to give all targeted enemies disadvantage on their saving throws against the ability. If you choose this the spell no longer deals any damage (if it did before). Any normal resource requirements (including spell slots) remain as normal for the spell. Any time this ability is used to buff a spell, that spell becomes altogether ineffective against enemies with legendary actions. Fighting this way is exhausting, and cannot be maintained for a sustained period of time.
After using this ability to give you a free action, roll a d4. If you roll a 1, you can no longer benefit from this combat focus until after your next long rest (and may switch to another focus instead).You may switch into and out of this focus at will; however, once you switch out of this focus, you cannot switch into it again until after your next long rest.
Combat Focus: Assault
Your enemies will buckle before your might - they will not dare hurt you, or your allies, ever again. You may roll an additional damage die on the first base damage calculation that you perform each turn. For example, if you cast Magic Missile at level 1, you deal the 1d4 + 1 damage, plus an additional 1d4 damage. If the base damage of a given ability deals multiple damage dice, you may choose the highest and roll an additional damage die of that size.
Combat Focus: Healing
Your friends are under your protection now, and no harm will befall them under your watchful gaze. You may roll an additional die on the first base healing calculation that you perform each turn. For example, if you cast Cure Wounds at level 1, you heal the target the 1d8 + spellcasting ability modifier, plus an additional 1d8 health. If the base damage of a given ability deals multiple damage dice, you may choose the highest and roll an additional damage die of that size.