Base Class: Wizard
As you learn the ways you increase in strength and power of your spells.
power encircle
at level 2 a powerful aura surrounds you,without armour your AC is always 13+your dexterity as raw magic surges through your body, you also gain 1 extra hit point whenever you gain hit points on level up.
power surge
as a bonus action on your turn you may choose to go into a power surge. during a power surge all your spells power is increased, every damaging spell you cast you get to roll one extra dice of the kind the spell uses, the power surge ends either ends after combat ends or if you end it as a bonus action. The amount of extra dice increases to 2 at level 6, 3 at level 10 and 4 at level 14
form of energy
you choose a form of energy that your power flows through itself. You may choose one. Antimatter,force, or radiation
Antimatter
your damage type with this choice is necrotic. whenever you go into a power surge, two black tendrils erupt from the ground within 15 ft of you. anything in the tendrils area makes a dexterity save against your spell save DC or takes 2d4 necrotic damage on a fail and half that on a success. the tendrils have each (your level+your spellcasting modifier)hp and deal melee damage (5ft range) dealing (1d4+your spellcasting modifier) damage if you are attacked you make a dexterity save of your own tendril DC, on a success a tendril blocks the attack and takes the damage itself. if you are hit while the tendrils are active, you roll a save to maintain concentration or they each take 10 damage. they attack after you in combat.the dice type rolled for when they appear and their attack increases to a d8 at lv 10 and a d10 at lv 14.
The tendrils have an AC of 12, that number increases to 14 at level 14
form of force
Your damage type with this is force.whenever you go into a power surge a bubble of force blows up around you knocking back enemies. all hostile creatures to you or your friends within 15 ft of you must make a strength save of your spell DC or take 2d6 force damage and be pushed back to 15 feet away from you. the bubble has (your level+your int. modifier your prof. bonus) health and has an AC of 13. if the bubble is resistant to bludgeoning and vulnerable to piercing damage, if the bubble is attacked with a melee weapon, the wielder makes a strength save against your spell save DC or is pushed back 5ft and takes 1d6 force damage on a fail and nothing on a success.The dice type become d10 at level 10 and d12 at level 14.
the AC increases to 15 at level 14.
radiation
your damage type with this choice is radiant.whenever you go into a power surge light surrounds you in a powerful aura.any hostile creature to you or your friends that go's within 15 ft of you makes a constitution save against your spell save DC or takes 2d6 radiant damage on a fail and half that on a success.on the start of that creatures turn if it is still in the aura it will take 1d6 radiant damage.If you are hit with a melee attack the attacker makes a constitution save against your spell save DC or takes 2d6 radiant damage and is blinded until your next turn.if you are hit you also must make a save to maintain concentration.if a fiend or undead takes any damage from this, they take double damage and have disadvantage on all of the saving throws.your attacks(even spells)deal an extra 1d6 radiant damage until this ends as well.bright light sheds for 15 ft and dim light sheds for 15 more.The kind of dice used becomes a d10 at level 10 and a d12 at level 14.The amount of dice used increases by 1 at level 10 and by another at level 14.
form boost
You gain another ability based on the form you chose.
antimatter whip
As an action you summon a whip of antimatter that disappears when you disperse it as a bonus action. On your turns you can use a bonus action to attack with the whip, you use your spellcasting attack modifier to hit with int ability scores. The range is 15 ft. on a hit deal [roll]2d8[/roll]+ int. modifier, necrotic damage. The type of die increases to [roll]2d12[/roll]+int modifier.
force field
[reaction][/reaction]as a reaction you may put up a force field,The attacker makes a dexterity save against your spell save DC or is knocked prone and takes [roll]2d10[/roll]+ your int. modifier force damage and you also gain 10 temporary hit points, the kind of dice used becomes [roll]2d12[/roll]+ your Int modifier.You get 2 uses of this feature per S/L rest.The amount of temporary hit points gained becomes 25 at level 14.
sun strike
[Tooltip Not Found] you summon a beam of sun at an opponent,choose a target within 120ft,that target makes a dexterity save against your spell save DC. on a fail the target takes [roll]10d8[/roll] radiant damage on a fail and half that on a success,and at the start of their next turn, they take [roll]4d6[/roll] radiant damage, on a success this doesn't happen.The amount of turns the burn lasts increases to 2 at level 14.
spirit of energy
you are able to summon a best based on the form of energy you chose.
antimatter spider
[Tooltip Not Found] as an action you summon an antimatter spider. it stats are as follow:Hit points,20+spell attack modifier(double your wizard level),stats:(str=16,+3)(dex=16,+3)(con=11,+0)(int=2,-4)(wis=1,-5)(cha=1,-5)speed:30ft walking,30ft climbing,abilities:Antimatter body:If you this spider is hit with a melee attack the attacker takes [roll]2d4+3[/roll].Actions:antimatter phaze,recharge(5-6):This creature teleports up to 30ft to a location you choose and can make a "spike leg" attack as a bonus action.Bite:melee weapon attack reach,5ft[roll]1d20+5[/roll] to hit,[roll]2d8[/roll]+spell attack modifier piercing damage and the target makes a constitution save against your spell save DC or takes [roll]4d6[/roll] poison damage.Spike leg:d melee weapon attack reach, 10ft [roll]1d20+5[/roll] to hit,[roll]2d6[/roll]+spell attack modifier piercing damage.You can use this ability once per Long rest.
Fire spirit of radiance
[Tooltip Not Found]choose a spot within 30ft where the elemental appears, the stats are as follow(str,10,+0)(dex,17,+3)(con,16,+3)(int,4,-3)(wis,3,-2)(cha,5,-3)hp:25+spell attack modifier+(wizard levelx2)speed:40ft abilities:firey body: if you are either hit with a melee attack or enter another creatures space, that creature makes a dexterity save against your spell save DC or takes [roll]2d10+3[/roll]radiant damage on a fail and half the result on a success.Actions:Touch:melee weapon attack,[roll]1d20[/roll]+spell attack modifier to hit,[roll]2d12+3[/roll]radiant damage.Hurl flames:ranged weapon attack[roll]1d20[/roll]+spell attack modifier to hit,range:60ft [roll]2d10+3[/roll] radiant damage.the fire spirit disappears if it dies or if you disperse it as a bonus action.you get one use of this feature once per Long rest.
turtle of force
[Tooltip Not Found] you summon the turtle within 30 ft of you. its stats are as follow:(str=14,+2)(dex=7,-2)(con=20,+5)(int=4,-3)(wis=1,-5)(cha=1,-5).Hit points:30+spell attack modifier+(wizard levelx3)movement 20ft walking,AC,15 natural armor.abilities:shell of force when this creature is hit with an attack,this creature can make a reaction to block the attack with magical force.as a reaction you make a constitution saving throw against the total attack roll the opponent got against you, if you make the save,this creature takes half damage and the attacker takes[roll]4d8+2[/roll] force damage if it was a melee attack.Actions:Slam:melee weapon attack [roll]1d20+2[/roll]+spell attack modifier, to hit,[roll]4d10[/roll]+spell attack modifier force damage.The summon disappears after it dies or if you disperse it as a bonus action. you can use this once per long rest.
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