Wizard
Base Class: Wizard

Some wizards are not content with learning the same old spells that have been around for years, preferring to push the boundaries and expand the art of spellcasting. These wizards, called spellweavers, learn to tap deeper into the raw magic from which spells are crafted, and use that power to affect the world around them.

Elemental Shift

When you take this subclass at 2nd level you learn to twist familiar spells into new forms. When casting a spell of 1st level or higher that deals fire, acid, poison, cold, lightning, or thunder damage you may change that damage type to one of the others of your choice. You may do this a number of times per short rest equal to your spell attack modifier.

You also add the spell magic missile to your spellbook if you do not already have it. You always have it prepared and it does not count against the number of spells you can have prepared. You can apply Elemental Shift to the damage type of magic missile.

Borrowed Time

Starting at 2nd level you can play subtle tricks with time. When casting a spell on your turn which has a casting time of one action, you may instead cast it as a bonus action. If you do, you cannot take a bonus action on your next turn. This ability can only be used on spells of 4th level or lower.

Arcane Adept

By the time you reach 6th level, you have learned to manipulate the raw magic all around you to produce various effects. As a bonus action on your turn, you can do one of the following:

  • Produce a wave of force in a 10 ft cone that can push back targets caught in the cone. A large or smaller creature can be pushed up to 5 ft, a medium or smaller creature can be pushed up to 10 ft, and a tiny creature can be pushed up to 20 ft.

  • Have a target within 15 ft make a Dexterity saving throw. They take 4d4 force damage, or half as much on a succesful save.

  • Have all targets in a 20 ft by 5 ft line make Strength saving throws. On a failed save they are knocked prone.

  • Have all other targets in a 5 ft sphere centered on a point within 10 ft make Constitution saving throws. On a failed save they are stunned until the end of their next turn.

You can use this ability a number of times per short rest equal to your Intelligence modifier.

Weave Shaping

At 10th level, you are skilled enough at shaping magic to alter the potency of other people's spells. When a spell is cast and the target/area of effect or the caster of that spell is within 30 ft of you, you may use your reaction to increase or decrease the attack roll or DC of that spell by 1d4.

Reality Warp

At 14th level you can bend space itself to meet your needs. When you would be forced to make a Strength, Dexterity, or Constitution saving throw you may use your reaction to teleport to any space within 10 ft of your current location first, ignoring the saving throw if you are no longer in the area of effect. Additionally, you can ignore terrain effects during movement and can spend 5 ft of movement to end the grappled, restrained, or prone condition on yourself.

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