Wizard
Base Class: Wizard

The School of the Planeswalker is a path of study for those who wish to understand the ebb and flow of the planes themselves. The study of the complex nature of other realities, and the art of bending those otherworldly powers to your will.

Known as planeswalkers, wizards who delve into this field of research often do so literally, learning to circumvent the laws that govern other planes so as to, simply put, survive the trip.

Unwavering Pedanticism

Starting at 2nd level when you choose this school, you have begun to open your mind to the machinations of extraplanar forces, and can use your action to extend your senses so that you can see creatures beyond the Material Plane like the overly attentive, pedantic nerd you are. When you do so, you can see into the Ethereal Plane within 15 feet of you for up to 1 minute, or until you dismiss it as a bonus action. This range extends to 30 feet at 6th level, and 60 feet at 12th level.

The Realm of Forms

Also at 2nd level,  you learn to manipulate the dimensional highway that connects the Inner Planes: the Ethereal Plane.

You can use an action on your turn to target one creature within 30 feet of you and expend a spell slot of any level. The target must succeed a Charisma saving throw against your wizard spell save DC or vanish from its current plane of existence and appear in the Ethereal Plane (the ability fails and the use is wasted if you were already on that plane) for a number of rounds after your equal to the level of spell slot you expended, returning to the plane it left at the end of your turn that round. A creature can use its action on its turn to make the saving throw again, appearing in the plane from which it was banished on a success. A creature who succeeds this saving throw is immune to its effects for 24 hours, unless it is was a willing target.

The First Principle

Starting at 6th level, after having studied and perhaps experienced the beguiling influences of the Shadowfell and the Feywild, you have learned to assert your own existence over the will of those who would have you question it.

If you succeed a Wisdom or Charisma saving throw you were forced to make by a creature, you can have that creature make the same saving throw as if you had cast the spell or used the ability, using your wizard spell save DC.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses on a long rest.

Schrödinger’s Cat

At 10th level, you can draw on the discord of the four elemental planes and the Elemental Chaos itself, having grown accustomed to the uncertainty of chance, and understanding that every particle has the potential to be in any state, in any point in the universe. All it takes is the right nudge.

Whenever you finish a long rest, you can choose one damage type between acid, cold, fire, lightning, or thunder damage. You have resistance to that damage unless you are incapacitated, until you choose a different one with this feature.

When a creature within 30 feet of you (including yourself) takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to change that damage type to one of the others listed.

You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses when you finish a long rest.

Pascal’s Wager

At 14th level, you fully comprehend the power that coalesces in both the positive and negative Outer Planes, now capable of invoking or suppressing either.

Schrödinger’s Cat now works with both Necrotic and Radiant damage. In addition, when you use that feature to change the damage type of an attack, you can give the target of the damage resistance or vulnerability to that damage type, until the end of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Previous Versions

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