Homebrew celestial maniac Species Details

At the 1st level you get something called "the mark of MANA" (the mark gives all the celestial maniac abilities, but you may also be targeted more because of it. The mark cannot be hidden by normal means; you need to be level 7 for that option to be available. Sorry, not sorry!) 

At level 3 when you cast a spell, you can choose to “MARK” a spell with “the mark of MANA”. When the spell is marked, it always hits if one of these conditions are met (the enemy(s) are/is below 50% HP, your wisdom is 16 or higher, your intelligence is 16 or higher, your team is outnumbered, or your team outnumbers the enemy team), another thing about the marked spell, it will have 2X increased damage. You can only mark a spell 3 times per long rest. The mark can be used on other people's spells. 

At level 5 you get to have access to every other spell list,  and you get a unique spell "celestial evisceration" (every living thing in battle (allies, enemies, etc.) must succeed on a DC 15 constitution saving throw or take 10d10 radiant damage (allies DC is lowered to 12). the user must make a DC 17 constitution saving throw or they take 20d10 radiant + explosion damage (always treat this spell as a last resort, self-destruct type attack, and if you fail, you die and there's no going back, unless you or a team member has TRUE RESURRECTION.)), the spell can be used 5 times per session (unless said otherwise by the DM). 
 
at level 7, you get 6 more spells, and you can now hide MANA’s mark whenever you want, just know when it’s hidden your spells become weaker. 
“TO REAP”: EVERY LIVING THING in a 25-foot radius around the user needs to succeed on a DC 17 WISDOM saving throw or have 10d6 of their hp be stolen from them and added to the user (this counts for over heal). After the heal, the user can choose to spend some of their bonus hp and give it to others. This has an 8-round cooldown. 
“TO SOW”: you wind up your arms and take a swing at the space in front of you. When you swing your arms break but anything in a 50X50 square in front of you gets hit with 15d10 slashing, piercing, and fire damage. This has a 3-round cooldown, unless healed. 
“TO MEND”: you touch a living thing; that living thing heals 50 hp over the course of 5 turns (10 hp regained per 1 turn). This has a 5-round cooldown. “TO RESTRAIN”: you modify a mage hand and grab a living thing in front of you, for the next 2 rounds they will have 0-feet of movement, you can still do whatever you want when this spell is cast. This has a 4-round cooldown.
“TO RESTRAIN”: you modify a mage hand and grab a living thing in front of you, for the next 2 rounds they will have 0-feet of movement, you can still do whatever you want when this spell is cast. This has a 4-round cooldown. 
 
“TO BLOOM”: you take a non-living thing and use however much of your HP that you want and give it life with a max HP based around however much HP you gave it. This has a 3-round cooldown. The thing that you gave life won't die after battle but can still die. 
“TO WILT”: you take a summoned thing (undead, built, etc.) and make it take 20d10 radiant OR necrotic damage. 
 
At level 9, you get another spell; this spell changes depending on the class the user is using. 
wizard's spell "obliteration": everything in a 10 mile radius (I MEAN EVERYTHING) needs to succeed on a DC 18 constitution saving throw or take 500 damage, any attempts to buff the spell increases the effect up to a 100 mile radius, a DC 30 constitution saving throw or take 500,000 damage. This can be used 5 times per session. 
sorcerer's spell "blood boiling counter”: if there's any magical attack coming towards you, you can choose to perform a counterattack, which will enhance the spells power by 10X and redirect it back to the opposing team. When the spell is used, you can choose to spend some hp to “boil it” for 1 round, so once it’s your turn again, it’s then redirected and then it deals 1 type of damage the enemies are weak too and it does 20X damage instead of 10X. The spell has a 5-round cooldown, but it's an 8-round cooldown if you “cook” the spell. 
Warlock's spell “second opinion”: if you get a bad roll (or one that you don't like), you can ask your patron to use some of their power to change it for you. This can be used 5 times per long rest. 
Clerk's spell “divine intervention”: if an ally rolls a natural 1, you can cast this spell to shield the party from the effects and give +5 AC for 5 turns. This spell can be used 5 times per battle.  
Artificer’s spell “magmatic rain”: you take some scrap metal and turn it into a molten/liquid plasma type substance; you then throw the substance into the air and make it rain! All enemies in battle need to succeed on a DC 18 dexterity saving throw or take 20d12 fire/lightning damage, and if they roll lower than an 8 on the saving throw, then they take 35d12 fire/lightning/necrotic damage. Ally’s on the other hand regen 250 hp (counts for over heal), get +5 AC for 5 rounds, and resistance to all melee damage. This has a 25-round cooldown.
Bard's spell "vocal assault": when this spell is cast, you sing, all allies get +100 HP, and +50 damage. enemies take 20d12 thunder and psychic damage. these effects are if you chose not to sing. if you do actually sing, then the effects are doubled.
Paladin’s spell “god slaying smite”: you charge up a smite for 5 or more rounds, you then let loose and perform a god slaying smite, which deals 15d12 radiant damage (for every turn you charged that's an additional 15d12) this always hits. This does not have a cooldown.

at level 15 you get some new bonuses depending on your class.
wizard: you now can use any magic weapon without the drawbacks, curses don't affect you, and you have a passive extra attack with magic weapons.
sorcerer: you can now use spells 1 higher level than you, and you have 2X passive extra damage with necrotic things.
warlock: you can now summon your patron like a hologram to help with stuff, and you have 2X passive extra damage with radiant things.
clerk: your healing spells now heal 2X more, and you deal 2X more damage to anything unholy.
artificer: you can now build better magical stuff, and you know every profession that has to do with handiwork (via cool magical stuff).
bard: your buffs now last 2X longer, and your buffs now heal 5d10 hp
paladin: your smite now deals 2X more damage, and you now have a natural AC of 16.

at level 20 you now can use any spell, magic weapon like you mastered it years ago, and your body is now as tough as full plate armor. You can now rewrite one thing that is happening in any battle (like "the sky is clear" or "it's not hot" etc), you now have complete mastery and control over magic, do what you will with that.

celestial maniac Traits

evolutions favorite: you were blessed by evolution, so your original lowest stat will have a +2

evolutions favorite

your original lowest stat now has a +2 to it, and your original highest stat now has a +1 to it.

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