Wizard
Base Class: Wizard

The wonder of a spark, the awe of a lightning storm, the warm buzz of seemingly unlimited power coursing through your body, regardless of what first attracted you to lightning magic you have always sought more power. Intense focus and study has allowed you to learn the ways of lightning and electricity despite, or maybe secretly because of, the dangers. The smell of burnt hair and the sound of a soft hum are well known to you, but you continue your studies regardless. Always striving to channel yet more raw power into their magic and abilities, most Electromancers don't learn when enough power is enough until they are reduced to a pile of smoking ashes, which has scared most wizards away from this particular study. But the few who do decide to venture down the path of lightning, and survive, are able to harness the power of the storm to become some of the most powerful mages in the land.

Energizing Casting

Beginning when you select this school at 2nd level, after you cast a lightning spell (a spell with lightning as its damage/effect or that otherwise has to do with lightning) your movement speed is increased by 5ft until the end of your next turn (or for 12 seconds if outside of combat) and you gain inspiration.

Electrifying Spells

Beginning at 2nd level, when you cast a spell that deals damage you may add 1d6 lightning damage to any damage rolls. If this feature is used more than once before a short or long rest, the user takes half of the lightning damage dealt by this feature.

Jolting Spells

Starting at 6th level, you gain the ability to add an extra jolt to spells once per short or long rest. You can use this feature with any spell that either targets someone or has an area of effect. If the affected spell successfully hits someone, in addition to whatever the spell itself does, the target is also Stunned and Restrained as high amperage electricity flows through their body keeping their muscles locked in place for 1d6 rounds.

Redistribution of Energy

Beginning at 10th level, you may spend your reaction to have any lightning based attack made against you harmlessly pass through you and back out at a target of your choice. You must make an attack roll for the redistributed damage using your spell attack modifier. 

Electromagnetic Shield

Starting at 14th level, you gain the ability to magically generate an electromagnetic field around your body for up to 1 minute, after which you cannot use this feature again until after a short or long rest. The electromagnetic field interferes with all things magnetic particularly metal. Anyone attacking you with a weapon made of an affected material has disadvantage on attack rolls, and melee attacks made against you result in the attacker taking 3d6 lightning damage regardless of if they actually hit you or not.

Anyone wearing armor made of an affected material attempting to move from outside the Shield towards you within 5ft must make a Strength check at DC 16, with failures being prevented from moving any closer. Anyone wearing armor made of an affected material who was already within 5ft of you when Electromagnetic Shield was used, must succeed on a Strength check at DC 16 to move away from you. As you move anyone wearing armor made of an affected material must succeed on a DC 16 Strength check or be forced to move along with you. 

All objects made with ferromagnetic materials (such as ball bearings) are repulsed by your shield if you move within 5ft of them, however if the object was already within 5ft of you when you first generated the shield then they are attracted to you.

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