I'm not set on the name of the class. Either alchemist, chemist, elementalist, or mage (i'm not totally set on the names of the subclasses either). I've gone with Alchemist for now. I wanted it to feel like a pure offensive caster with a dash of dexterity (which never really came through). I don't want a whole lot of defensive abilities; more of a glass cannon. Any feed back would be greatly appreciated! Anyway, here it is;
Alchemist
Alchemist use simple magic in conjunction with chemistry to repurpose the basic materials of their surroundings into devastating spells.
Hit points
Hit dice: 1d8 per level
Hit points at 1 level: 8 + your Constitution modifier
Hit points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1.
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Dexterity
Skills: Choose Medicine and two from Acrobatics, Arcana, History, Insight, Investigation, Nature, and Survival
Languages: Select any language of your choice
Spellcasting
Because your spells are used by manipulating the structure of creatures and are instant, no hit roll is required and no creature can make a save to avoid it. All spells require a verbal, somatic, and material components but don't require a focus. The material components are called Spell Points and are detailed later in the class description.
Manifestation
The Alchemist's spells can manifest in a few different ways. At 1 level, choose one of the following Manifestations. The Pyromancer manifests fire spells that leave their enemies burning. The Tempest uses lightning spells to wreak havoc on the battlefield. The Infernal Warrior is an elemental combatant that augments their melee weapons with fire spells. The Galvanic Warrior, similar to the Infernal Warrior uses melee attacks to trigger powerful lightning spells. The Infernal and Galvanic Warriors forgo the somatic component to cast their spells but cannot cast them outright and instead enhance their melee attacks to trigger their Alchemist spells. You gain proficiency with martial weapons when choosing the Infernal or Galvanic Warrior.
Spell Points
Your spells require material components that can be found in the world around you. You can spend an action to pull the materials needed from your surroundings within 30 feet of you to gather 1 Spell Point. Doing this will cause visible deterioration of the environment around you. You can do this three times before your environment is destroyed and you can no longer gather useful materials from it. Visually this will look like a cloud or mist from 30 feet out being pulled into your hands. Spell Points are lost after 1 minute of not being used. You Spell Point maximum is 2 Spell Points as a 1 level Alchemist, and goes up to 4 Spell Points as a 5 level Alchemist, 6 Spell Points as a 10 level Alchemist, 8 Spell Points as a 14 level Alchemist, and 10 Spell Points as a 17 level Alchemist..
Tier 1 Spells
At 1 level, you learn the Rupture and Bone Spear spells and the spell associated with your chosen Manifestation.
Rupture
A simple spell that requires an action to cast will allow you to pull the material components required for your spells from the creatures around you. The Rupture ability pulls pieces of bone, blood, and other material from a creature of your choice within 60 feet, dealing 1d6 force damage (for Infernal and Galvanic Warriors, a melee attack is not used to rupture and can be made at a range of up to 60 feet). At 5 level, Rupture has two charges and can target two creatures or the same creature creating two Spell Points. At 10 level, Rupture has three charges and can target up to three different creatures generating three Spell Points. At 14 level, Rupture has four charges and can target up to four creatures creating four Spell Points. At 17 level, Rupture has five charges and can target up to five creatures creating five Spell Points.
Bone Spear
As an action, you can expend 1 Spell Point to cast Bone Spear. Using the magnetic field of a creature of your choice within 20 feet, you can polarize the spear to project into it with such speed and force as to penetrate the creature dealing piercing damage equal to 1d6 plus your intelligence modifier. Using additional Spell Points to cast this spell will increase the damage by 1d6 piercing damage per Spell Point expended.
Fire Blast (Pyromancer/Infernal Warrior)
As an action, you can expend 1Spell Point to cast Fire Blast, dealing 1d10 fire damage to a creature within 60 feet. Using additional Spell Points to cast this spell will increase the damage by 1d10 fire damage per Spell Point expended.
Shock (Tempest/Galvanic Warrior)
As an action, you can expend 1Spell Point to cast Shock, dealing 1d10 lightning damage to a creature within 60 feet. Using additional Spell Points to cast this spell will increase the damage by 1d10 lightning damage per Spell Point expended.
Predictive Defense
At 2 level, your quickness of mind affords you a hyper-awareness of your surroundings in the thick of battle. You gain a bonus to your AC equal to half of your Intelligence modifier.
Unstable Reaction
At 3 level, when casting a fire or lightning Alchemist spell, roll a 1d4 before determining the damage. If you rolled a 1, the damage of the spell will be half. If you roll a 2 or 3, the damage will be dealt normally. If you roll a 4, the damage will be double. This effect is multiplicative with other effects such as resistance and vulnerability. When you would have advantage or disadvantage on hit rolls against a creature, you instead have advantage or disadvantage respectively on your Unstable Reaction roll.
Ability Score Improvement
When you reach 4 level, and again at 8, 12, 16, and 19 level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Tier 2 Spells
At 5 level, you learn the following spells associated with your chosen Manifestation.
Immolate (Pyromancer/Infernal Warrior)
As an action, you can expend 2 Spell Points to cast Immolate, super-heating the ground in a 10 foot radius from a point of your choosing within 60 feet. You can choose areas of ground that you leave safe from the spells effect. All creatures in the area take 1d8 fire damage. As an Infernal Warrior, the creature you hit becomes the central point of the Immolate. Using additional Spell Points to cast this spell will increase the damage by 1d6 fire damage per Spell Point expended.
Flame Shield (Pyromancer/Infernal Warrior)
As an action, you can expend 2 Spell Points to create a shimmering fiery shell around your person for 1 minute granting you resistance to Fire damage. Any creature that hits you with a melee attack takes 1d8 fire damage. Dealing damage with Flame Shield uses the Unstable Reaction feature. Flame Shield grants you temporary hit points equal to your Intelligence modifier. Using additional Spell Points to cast this spell will increase the damage by 1d6 fire damage per Spell Point expended and will increase the amount of temporary hit points granted by an amount equal to your Intelligence modifier per Spell Point expended.
Arc (Tempest/Galvanic Warrior)
As an action, you can expend 2 Spell Points to cast Arc, dealing lightning damage to a creature within 60 feet of you strong enough that it can chain up to two times. Choose two additional creatures that you polarize to create the chain. Each subsequent creature that Arc chains to must be within 10 feet of the previous creature. Arc deals 1d8 lightning damage to each creature. A creature cannot be targeted more than once by the same Arc spell. Using additional Spell Points to cast this spell will increase the damage by 1d6 lightning damage per Spell Point expended.
Lightning Shield (Tempest/Galvanic Warrior)
As an action, you can expend 2 Spell Points to create a glimmering lightning shell around your person for 1 minute granting you resistance to Lightning damage. Any creature that hits you with a melee attack takes 1d8 Lightning damage. Dealing damage with Lightning Shield uses the Unstable Reaction feature. Lightning Shield grants you temporary hit points equal to your Intelligence modifier. Using additional Spell Points to cast this spell will increase the damage by 1d6 lightning damage per Spell Point expended and will increase the amount of temporary hit points granted by an amount equal to your Intelligence modifier per Spell Point expended.
Residual Consequence
At 6 level, rolling a 4 with the Unstable Reaction die will cause side effects to the creatures you deal damage to.
Ignite (Pyromancer/Infernal Warrior)
The side effect of rolling a 4 with the Unstable Reaction die when dealing damage with a fire spell is Ignite. Ignite deals 1d6 fire damage at the beginning of your turn for each Spell Point that was expended to create the Ignite. Ignite lasts for 1 minute or until the fire is put out. Subsequent Ignites don't stack; only the strongest ignite remains.
Charge (Tempest/Galvanic Warrior)
The side effect of rolling a 4 with the Unstable Reaction die when dealing damage with a lightning spell is Charge. Charged creatures are temporarily vulnerable to the next lightning spell they are hit by. Charge lasts for 1 minute or until the creature takes lightning damage from any source. You cannot Charge a target with a spell that consumes a Charge.
Compounding Factors
At 7 level, choose one of the following features
Intelligent Fabrication
Through clever tweaking, your spells have become more potent. You deal bonus damage to your Alchemist spells equal to your Intelligence modifier.
Improved Rupture
You've improved in the process of collecting components from creatures through the Rupture spell and can now cast Rupture as an action and/or a bonus action.
Increased Capacity
At 9 level, all spells that chain can chain an additional 2 times, and you gain +5 feet to the radius of your area spells.
Death and Rebirth
At 9 level, when you kill a creature you gain Spell Points equal to 1/3 of your character level.
Tier 3 Spells
At 10 level, you learn the following spell associated with your chosen Manifestation.
Hellfire (Pyromancer/Infernal Warrior)
As an action, you can expend 3 Spell Points to target yourself with blazing heat that expands out from you dealing fire damage to you and all creatures in a 10 ft radius around you (you can chose to leave spaces within the spells effect to remain safe from the damage of Hellfire). You and all creatures in the Hellfire take fire damage equal to three times your character level. This spell ignores Unstable Reaction, however all creatures that take damage from the expanding heat of Hellfire (not you) gain Ignite. Using additional Spell Points to cast this spell will increase the damage by an amount equal to your character level for each Spell Point expended.
Shock Nova (Tempest/Galvanic Warrior)
As an action, you can expend 3 Spell Points to supercharge yourself causing a blast of electricity to expand out from you dealing lightning damage to you and all creatures in a 10 ft radius around you (you can chose to leave spaces within the spells effect to remain safe from the damage of Shock Nova). You and all creatures in the Shock Nova take Lightning damage equal to three times your character level. This spell ignores Unstable Reaction, however all creatures that take damage from the expanding ring of Shock Nova (not you) gain Charge. Using additional Spell Points to cast this spell will increase the damage by an amount equal to your character level for each Spell Point expended.
Inspection
at 11 level, you can now magically probe objects to discern their magical properties. Doing this isn't intrusive and there are no ways for others to detect when you are doing this. You also gain advantage on Arcana checks.
Outsmart
At 13 level, you can use your reaction to counterspell a creature that is casting a spell at a level of no more than 1/3 of your character level in the following manner associated with your manifestation.
Pyromancer/Tempest
You counterspell a creature you can see within 60 feet of you and gain 1 Spell Point.
Infernal/Galvanic Warrior
You use your reaction to attack a creature that is attempting to cast a spell within range of you. If the attack hits, the creature's spell fails and you gain 1 Spell Point.
Tier 4 Spells
At 14 level, you learn the following spell associated with your chosen Manifestation.
Scorch (Pyromancer/Infernal Warrior)
As an action, you can expend 4 Spell Points to cast Scorch, dealing 4d6 fire damage and Igniting your target. Using additional Spell Points to cast this spell will increase the damage by 1d6 fire damage per Spell Point expended.
Electrocute (Tempest/Galvanic Warrior)
As an action, you can expend 4 Spell Points to cast Electrocute, dealing 4d6 lightning damage and Charging your target. Using additional Spell Points to cast this spell will increase the damage by 1d6 lightning damage per Spell Point expended.
Maximum Capacity
At 15 level, all spells that chain can chain an additional 2 times, and you gain +5 feet to the radius of your area spells. This feature works in conjunction with Increased Capacity.
Tier 5 Spells
At 17 level, you learn the following spell associated with your chosen Manifestation.
Fire Storm (Pyromancer/Infernal Warrior)
As an action, you can expend 5 Spell Points to call fire to rain down from the sky, dealing 3d6 fire damage to creatures in a 10 ft radius from a point within 60 ft of you. Fire Storm lasts for 1 minute but only works outdoors and can be canceled on your turn with a bonus action. While Fire Storm is active, any creature in the Fire Storm takes 3d6 fire damage at the beginning of your turn. Any creature that moves into the Fire Storm during their turn immediately takes 3d6 fire damage. For Infernal and Galvanic Warriors, the storm is cast directly above you, but are able to protect you and any allies within 5 feet of you from the Fire Storm. Using 7 Spell Points to cast Fire Storm increases all damage by 1d6. Using 9 Spell Points to cast Fire Storm increases all damage by 2d6.
Lightning Storm (Tempest/Galvanic Warrior)
As an action, you can expend 5 Spell Points to create a lightning storm above your enemies, dealing 3d6 lighting damage to creatures in a 10 ft radius from a point within 60 ft of you. Lighting Storm lasts for 1 minute but can be canceled on your turn with a bonus action. While Lightning Storm is active, any creature in the Lightning Storm takes 3d6 lightning damage at the beginning of your turn.. Any creature that moves into the Lightning Storm during their turn immediately takes 3d6 lightning damage. For Infernal and Galvanic Warriors, the storm is cast directly above you, but are able to protect you and any allies within 5 feet of you from the Lightning Storm. Using 7 Spell Points to cast Lightning Storm increases all damage by 1d6. Using 9 Spell Points to cast Lightning Storm increases all damage by 2d6.
Placeholder
At 18 level, …
When you take damage from a melee hit, you can use your reaction to teleport 10 feet away?
Increase max and total int by +2?
Armageddon
At 20 level, as an action, you can expend 10 Spell Points to cast Armageddon, calling a tornado of swirling fire and crackling lighting down on a creature. Upon rolling a 4 with the Unstable Reaction die, the creature becomes stunned until the beginning of your next turn. At the end of your turn, you gain a level of exhaustion. You can use subsequent turns and concentrate on this spell to maintain it, but will gain a level of exhaustion for every turn you do so. Armageddon deals 10d6 fire damage and 10d6 lighting damage. The fire damage from Armageddon deals double damage to a creature that is Charged.
I'm not set on the name of the class. Either alchemist, chemist, elementalist, or mage (i'm not totally set on the names of the subclasses either). I've gone with Alchemist for now. I wanted it to feel like a pure offensive caster with a dash of dexterity (which never really came through). I don't want a whole lot of defensive abilities; more of a glass cannon. Any feed back would be greatly appreciated! Anyway, here it is;
Alchemist
Alchemist use simple magic in conjunction with chemistry to repurpose the basic materials of their surroundings into devastating spells.
Hit points
Hit dice: 1d8 per level
Hit points at 1 level: 8 + your Constitution modifier
Hit points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1.
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Dexterity
Skills: Choose Medicine and two from Acrobatics, Arcana, History, Insight, Investigation, Nature, and Survival
Languages: Select any language of your choice
Spellcasting
Because your spells are used by manipulating the structure of creatures and are instant, no hit roll is required and no creature can make a save to avoid it. All spells require a verbal, somatic, and material components but don't require a focus. The material components are called Spell Points and are detailed later in the class description.
Manifestation
The Alchemist's spells can manifest in a few different ways. At 1 level, choose one of the following Manifestations. The Pyromancer manifests fire spells that leave their enemies burning. The Tempest uses lightning spells to wreak havoc on the battlefield. The
Infernal Warrior is an elemental combatant that augments their melee weapons with fire spells. The Galvanic Warrior, similar to the Infernal Warrior uses melee attacks to trigger powerful lightning spells. The Infernal and Galvanic Warriors forgo the somatic component to cast their spells but cannot cast them outright and instead enhance their melee attacks to trigger their Alchemist spells. You gain proficiency with martial weapons when choosing the Infernal or Galvanic Warrior.
Spell Points
Your spells require material components that can be found in the world around you. You can spend an action to pull the materials needed from your surroundings within 30 feet of you to gather 1 Spell Point. Doing this will cause visible deterioration of the environment around you. You can do this three times before your environment is destroyed and you can no longer gather useful materials from it. Visually this will look like a cloud or mist from 30 feet out being pulled into your hands. Spell Points are lost after 1 minute of not being used. You Spell Point maximum is 2 Spell Points as a 1 level Alchemist, and goes up to 4 Spell Points as a 5 level Alchemist, 6 Spell Points as a 10 level Alchemist, 8 Spell Points as a 14 level Alchemist, and 10 Spell Points as a 17 level Alchemist..
Tier 1 Spells
At 1 level, you learn the Rupture and Bone Spear spells and the spell associated with your chosen Manifestation.
Rupture
A simple spell that requires an action to cast will allow you to pull the material components required for your spells from the creatures around you. The Rupture ability pulls pieces of bone, blood, and other material from a creature of your choice within 60 feet, dealing 1d6 force damage (for Infernal and Galvanic Warriors, a melee attack is not used to rupture and can be made at a range of up to 60 feet). At 5 level, Rupture has two charges and can target two creatures or the same creature creating two Spell Points. At 10 level, Rupture has three charges and can target up to three different creatures generating three Spell Points. At 14 level, Rupture has four charges and can target up to four creatures creating four Spell Points. At 17 level, Rupture has five charges and can target up to five creatures creating five Spell Points.
Bone Spear
As an action, you can expend 1 Spell Point to cast Bone Spear. Using the magnetic field of a creature of your choice within 20 feet, you can polarize the spear to project into it with such speed and force as to penetrate the creature dealing piercing damage equal to 1d6 plus your intelligence modifier. Using additional Spell Points to cast this spell will increase the damage by 1d6 piercing damage per Spell Point expended.
Fire Blast (Pyromancer/Infernal Warrior)
As an action, you can expend 1Spell Point to cast Fire Blast, dealing 1d10 fire damage to a creature within 60 feet. Using additional Spell Points to cast this spell will increase the damage by 1d10 fire damage per Spell Point expended.
Shock (Tempest/Galvanic Warrior)
As an action, you can expend 1Spell Point to cast Shock, dealing 1d10 lightning damage to a creature within 60 feet. Using additional Spell Points to cast this spell will increase the damage by 1d10 lightning damage per Spell Point expended.
Predictive Defense
At 2 level, your quickness of mind affords you a hyper-awareness of your surroundings in the thick of battle. You gain a bonus to your AC equal to half of your Intelligence modifier.
Unstable Reaction
At 3 level, when casting a fire or lightning Alchemist spell, roll a 1d4 before determining the damage. If you rolled a 1, the damage of the spell will be half. If you roll a 2 or 3, the damage will be dealt normally. If you roll a 4, the damage will be double. This effect is multiplicative with other effects such as resistance and vulnerability. When you would have advantage or disadvantage on hit rolls against a creature, you instead have advantage or disadvantage respectively on your Unstable Reaction roll.
Ability Score Improvement
When you reach 4 level, and again at 8, 12, 16, and 19 level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Tier 2 Spells
At 5 level, you learn the following spells associated with your chosen Manifestation.
Immolate (Pyromancer/Infernal Warrior)
As an action, you can expend 2 Spell Points to cast Immolate, super-heating the ground in a 10 foot radius from a point of your choosing within 60 feet. You can choose areas of ground that you leave safe from the spells effect. All creatures in the area take 1d8 fire damage. As an Infernal Warrior, the creature you hit becomes the central point of the Immolate. Using additional Spell Points to cast this spell will increase the damage by 1d6 fire damage per Spell Point expended.
Flame Shield (Pyromancer/Infernal Warrior)
As an action, you can expend 2 Spell Points to create a shimmering fiery shell around your person for 1 minute granting you resistance to Fire damage. Any creature that hits you with a melee attack takes 1d8 fire damage. Dealing damage with Flame Shield uses the Unstable Reaction feature. Flame Shield grants you temporary hit points equal to your Intelligence modifier. Using additional Spell Points to cast this spell will increase the damage by 1d6 fire damage per Spell Point expended and will increase the amount of temporary hit points granted by an amount equal to your Intelligence modifier per Spell Point expended.
Arc (Tempest/Galvanic Warrior)
As an action, you can expend 2 Spell Points to cast Arc, dealing lightning damage to a creature within 60 feet of you strong enough that it can chain up to two times. Choose two additional creatures that you polarize to create the chain. Each subsequent creature that Arc chains to must be within 10 feet of the previous creature. Arc deals 1d8 lightning damage to each creature. A creature cannot be targeted more than once by the same Arc spell. Using additional Spell Points to cast this spell will increase the damage by 1d6 lightning damage per Spell Point expended.
Lightning Shield (Tempest/Galvanic Warrior)
As an action, you can expend 2 Spell Points to create a glimmering lightning shell around your person for 1 minute granting you resistance to Lightning damage. Any creature that hits you with a melee attack takes 1d8 Lightning damage. Dealing damage with Lightning Shield uses the Unstable Reaction feature. Lightning Shield grants you temporary hit points equal to your Intelligence modifier. Using additional Spell Points to cast this spell will increase the damage by 1d6 lightning damage per Spell Point expended and will increase the amount of temporary hit points granted by an amount equal to your Intelligence modifier per Spell Point expended.
Residual Consequence
At 6 level, rolling a 4 with the Unstable Reaction die will cause side effects to the creatures you deal damage to.
Ignite (Pyromancer/Infernal Warrior)
The side effect of rolling a 4 with the Unstable Reaction die when dealing damage with a fire spell is Ignite. Ignite deals 1d6 fire damage at the beginning of your turn for each Spell Point that was expended to create the Ignite. Ignite lasts for 1 minute or until the fire is put out. Subsequent Ignites don't stack; only the strongest ignite remains.
Charge (Tempest/Galvanic Warrior)
The side effect of rolling a 4 with the Unstable Reaction die when dealing damage with a lightning spell is Charge. Charged creatures are temporarily vulnerable to the next lightning spell they are hit by. Charge lasts for 1 minute or until the creature takes lightning damage from any source. You cannot Charge a target with a spell that consumes a Charge.
Compounding Factors
At 7 level, choose one of the following features
Intelligent Fabrication
Through clever tweaking, your spells have become more potent. You deal bonus damage to your Alchemist spells equal to your Intelligence modifier.
Improved Rupture
You've improved in the process of collecting components from creatures through the Rupture spell and can now cast Rupture as an action and/or a bonus action.
Increased Capacity
At 9 level, all spells that chain can chain an additional 2 times, and you gain +5 feet to the radius of your area spells.
Death and Rebirth
At 9 level, when you kill a creature you gain Spell Points equal to 1/3 of your character level.
Tier 3 Spells
At 10 level, you learn the following spell associated with your chosen Manifestation.
Hellfire (Pyromancer/Infernal Warrior)
As an action, you can expend 3 Spell Points to target yourself with blazing heat that expands out from you dealing fire damage to you and all creatures in a 10 ft radius around you (you can chose to leave spaces within the spells effect to remain safe from the damage of Hellfire). You and all creatures in the Hellfire take fire damage equal to three times your character level. This spell ignores Unstable Reaction, however all creatures that take damage from the expanding heat of Hellfire (not you) gain Ignite. Using additional Spell Points to cast this spell will increase the damage by an amount equal to your character level for each Spell Point expended.
Shock Nova (Tempest/Galvanic Warrior)
As an action, you can expend 3 Spell Points to supercharge yourself causing a blast of electricity to expand out from you dealing lightning damage to you and all creatures in a 10 ft radius around you (you can chose to leave spaces within the spells effect to remain safe from the damage of Shock Nova). You and all creatures in the Shock Nova take Lightning damage equal to three times your character level. This spell ignores Unstable Reaction, however all creatures that take damage from the expanding ring of Shock Nova (not you) gain Charge. Using additional Spell Points to cast this spell will increase the damage by an amount equal to your character level for each Spell Point expended.
Inspection
at 11 level, you can now magically probe objects to discern their magical properties. Doing this isn't intrusive and there are no ways for others to detect when you are doing this. You also gain advantage on Arcana checks.
Outsmart
At 13 level, you can use your reaction to counterspell a creature that is casting a spell at a level of no more than 1/3 of your character level in the following manner associated with your manifestation.
Pyromancer/Tempest
You counterspell a creature you can see within 60 feet of you and gain 1 Spell Point.
Infernal/Galvanic Warrior
You use your reaction to attack a creature that is attempting to cast a spell within range of you. If the attack hits, the creature's spell fails and you gain 1 Spell Point.
Tier 4 Spells
At 14 level, you learn the following spell associated with your chosen Manifestation.
Scorch (Pyromancer/Infernal Warrior)
As an action, you can expend 4 Spell Points to cast Scorch, dealing 4d6 fire damage and Igniting your target. Using additional Spell Points to cast this spell will increase the damage by 1d6 fire damage per Spell Point expended.
Electrocute (Tempest/Galvanic Warrior)
As an action, you can expend 4 Spell Points to cast Electrocute, dealing 4d6 lightning damage and Charging your target. Using additional Spell Points to cast this spell will increase the damage by 1d6 lightning damage per Spell Point expended.
Maximum Capacity
At 15 level, all spells that chain can chain an additional 2 times, and you gain +5 feet to the radius of your area spells. This feature works in conjunction with Increased Capacity.
Tier 5 Spells
At 17 level, you learn the following spell associated with your chosen Manifestation.
Fire Storm (Pyromancer/Infernal Warrior)
As an action, you can expend 5 Spell Points to call fire to rain down from the sky, dealing 3d6 fire damage to creatures in a 10 ft radius from a point within 60 ft of you. Fire Storm lasts for 1 minute but only works outdoors and can be canceled on your turn with a bonus action. While Fire Storm is active, any creature in the Fire Storm takes 3d6 fire damage at the beginning of your turn. Any creature that moves into the Fire Storm during their turn immediately takes 3d6 fire damage. For Infernal and Galvanic Warriors, the storm is cast directly above you, but are able to protect you and any allies within 5 feet of you from the Fire Storm. Using 7 Spell Points to cast Fire Storm increases all damage by 1d6. Using 9 Spell Points to cast Fire Storm increases all damage by 2d6.
Lightning Storm (Tempest/Galvanic Warrior)
As an action, you can expend 5 Spell Points to create a lightning storm above your enemies, dealing 3d6 lighting damage to creatures in a 10 ft radius from a point within 60 ft of you. Lighting Storm lasts for 1 minute but can be canceled on your turn with a bonus action. While Lightning Storm is active, any creature in the Lightning Storm takes 3d6 lightning damage at the beginning of your turn.. Any creature that moves into the Lightning Storm during their turn immediately takes 3d6 lightning damage. For Infernal and Galvanic Warriors, the storm is cast directly above you, but are able to protect you and any allies within 5 feet of you from the Lightning Storm. Using 7 Spell Points to cast Lightning Storm increases all damage by 1d6. Using 9 Spell Points to cast Lightning Storm increases all damage by 2d6.
Placeholder
At 18 level, …
When you take damage from a melee hit, you can use your reaction to teleport 10 feet away?
Increase max and total int by +2?
Armageddon
At 20 level, as an action, you can expend 10 Spell Points to cast Armageddon, calling a tornado of swirling fire and crackling lighting down on a creature. Upon rolling a 4 with the Unstable Reaction die, the creature becomes stunned until the beginning of your next turn. At the end of your turn, you gain a level of exhaustion. You can use subsequent turns and concentrate on this spell to maintain it, but will gain a level of exhaustion for every turn you do so. Armageddon deals 10d6 fire damage and 10d6 lighting damage. The fire damage from Armageddon deals double damage to a creature that is Charged.