Wizard
Base Class: Wizard

Brought forth from a perverted distillation of the existing magic archetypes, Omnimancers work to weave the world around them to their whim. Possessing slivers of power from each magical school, new possibilities and new spells are constantly being crafted. Though the school itself is young, the power it promises is extensive. Omnimancers are often self-taught, from bright arcane scholars in training that decide to step outside of the lines of their curricula. With many dangerous side effects and unknown variables regarding the energy usage, omnimancers must use extreme caution to not overexert themselves, lest they be lost to the chaos of their own fruition. 

Omnimancers are skilled arcanists in their own right, but where they truly shine is manipulation of time and space. Dimensional travel as well as planar travel is readily available to the trained omnimancer, and a core tenet of what they strive to achieve. Whether using their methods of transport for good, such as helping a band of tieflings escape their plight, or for evil, such as trafficking humanoids from plane to plane is an essential nonfactor for omnimancers. Simply performing the act and expanding your knowledge of the arcane universe around them is all that matters. 

Master of None

Your beginnings in Omnimancy have given you great strides while using other schools of magic. 

When you choose this subclass at 2nd level, choose three other schools of magic from the available options: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. While casting a spell of a chosen school, gain a number of hitpoints equal to the spell's level, rolling a d4. (Example: A 1st level spell would heal for 1d4 hitpoints, 2nd level 2d4).

The time and gold it takes to copy spells from your chosen schools of magic into your spellbook is halved. 

Abjuration

Abjuration

Conjuration

Conjuration

Divination

Divination

Enchantment

Enchantment

Evocation

Evocation

Illusion

Illusion

Necromancy

Necromancy

Transmutation

Transmutation

Arcane Aberrant

Omnimancers do not follow the rigid structure of the arcane, but rather bend and manipulate it to their will. 

Starting at 2nd level, when you cast a spell, you can augment your abilities in a multitude of ways depending on your current situation. Using your reaction, you may choose one of the following augmentations: 

  • Veracity: You enhance the offensive properties of the spell, causing the spell to deal 2d6 increased damage of a certain type (your choice). A spell must deal damage in order to use this augmentation. Veracity's damage increases to 3d6 at level 5, 4d6 at level 11, and 5d6 at level 17. 
  • Bolster: You create a defensive shield around yourself, causing the caster to gain 5 temporary hit points per level of the spell. 
  • Trickster: You create a tricky and difficult situation around the area of your spell. On a failed CON save against your spell save DC, the target has disadvantage on their next saving throw. Once afflicted with Trickster, or on a successful save, the creature is immune to the effects of Trickster for 1 hour. 
  • Conveyance: You create an energy conveyance with one other creature you can see within 30 feet of you. The caster suffers 2d8 necrotic damage that cannot be mitigated in any way, and the target heals for half the damage dealt.

These augmentations can be used a number of times equal to your Intelligence modifier (minimum twice). Once you have used them, you can't do so again until you complete a long rest.

Limited Planeshopping

Your study in Omnimancy has shown you great potential to unlock through planeshopping and dimensional travel. Through this study, you've managed to isolate arcane tangents that explicitly allow for a limited jump through space. 

Starting at 6th level, once per long rest, you may use your action to teleport up to 30 feet to a location you can see, entering the Ethereal Plane. All items worn and carried teleport with you through the Ethereal Plane, and you are able to stay in the Ethereal Plane for up to one minute. You may bring one creature of Medium size or smaller with you to the Ethereal Plane. After one minute, the limited teleportation ends, and all creatures affected are brought back to your current plane of existence. If you or another creature move more than 30 feet from where you initially started the teleportation, you are brought back to your current plane of existence. If you or another creature cast another spell, or perform a harmful action such as attacking another creature, you are brought back to your current plane of existence. If you teleport inside of another creature or in the space of an object, you are shunted to the next available space closest to you, taking 1d6 Force Damage for every 5 feet moved.

Additionally, you have access to the Dimension Door spell. This spell does not count against the number of your learned or prepared spells and can be used without a spell slot once per long rest. 

Placid Learning

You have learned to calm and control the chaotic energy of Omnimancy. In doing so, you've unlocked a long forgotten technique that assists you with your studies, as well as in battle. 

Beginning at 10th level, you gain proficiency in all Intelligence based Ability Checks. Once per long rest, you may gain advantage on all Intelligence based Ability Checks for one hour. 

Once per long rest, you may use a bonus action to gain proficiency in one type of saving throw you do not already have proficiency in for one minute. 

Omnipotence

You've achieved relative mastery of Omnimancy, and are able to control the arcane ley lines around you at your whim. With this newfound power comes increased capabilities, as well as completely new ones. 

Starting at 14th level, choose one spell that is not available to you that has a cast time of one action, and is 6th level or lower. The first time you use this ability, you may cast the chosen spell normally, requiring no spell slots and the spell functions as normal. Subsequent uses of Omnipotence cause the caster to take 3d10 necrotic damage per spell level due to the forced arcane weaving. This damage is unaffected by immunities and resistances. 

Additionally, you may use the Arcane Aberrant augmentations an unlimited number of times. 

Omnimancy Wizard Image

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