Wizard
Base Class: Wizard

The Mythic Ally has practiced and studied how to imbue their surroundings with their magic. Doing so they create options in combat outside their normal spell pool, many enemies will find themselves in a rapidly deteriorating situation when they discover their environment is turning against them. In addition, studying nature and aspects of existence for more than just learning how to survive creates a unique perspective for the studious caster.

Imbue Magic

At 2nd level, you can spend a bonus action to fill a piece of your surroundings with magic at your command. That object or piece of your surroundings must be within 30 of you, if you move more than 30 feet away the object you lose access to that object until you move back into range, you know the direction of where that object is at all times. You can choose to do nothing with them while they’re imbued and can withdraw their imbuement at any time, in which you do not lose a use of your imbuement. Additionally those objects remain imbued even if you are unconscious, they remain imbued until you perform a rest of any kind, move to another plane of existence or die. You can Imbue objects with magic a number of times equal to your proficiency bonus, you regain all uses of this ability after a short or long rest. Depending on the kind of object or piece of surrounding, you can use them in the following ways:

Earth-scribe: You imbue Stone, Dirt, Bones, Mud, Marsh, Etc. with magic and can launch that object or chunks of that surface at enemies within 30 feet of that object. Make a ranged spell attack, if it hits the target takes 2d10+ your spell casting modifier of magical bludgeoning damage. You remain imbued to that surface for 1 minute.

Splinter-salvo: You imbue Wood, Bone, Ivory or other objects or surfaces that can be exploded into splinters. All creatures caught in either a 10 foot wide cone, or a 10 foot wide sphere must make a Dexterity saving throw against your spell save DC or take 2d6+your spell casting modifier of magical Piercing damage. They take half damage on a successful save.

Constrict: You can imbue Metal, Fabric or other pliable/flexible objects to attack and wrap around a single target within 10 feet of that object, that target is grappled and the start of their next turn must be used to make a Strength Saving throw against your Spell save DC, they break out on a success. Once the target has succeeded or the target is unconscious, you lose your imbuement.

Blaze: You can imbue open flames and throw them in a 15 foot line that is 5 foot wide, the blaze remains imbued at the end of that line and can be thrown in a 15 foot line again as a bonus action. Additionally you can imbue objects that can ignite, such as lanterns or campfires, with your magic and spend an action to ignite them on the turn you imbue them, or a bonus action on your next turn. You are then in control of the fire instead of the object that was ignited. Creatures caught in this 15 foot line must make a Dexterity saving throw against your spell save DC or take 1d6+your spell-casting modifier of fire damage, taking half on a successful save. Objects that can catch on fire in that 15 foot line do catch on fire, creating a new open flame. The creature can use an action to put out the fire or Water of any kind can be used to put it out, you lose your imbuement if so or if one minute passes.

Environmentalist: You can imbue loose cord like objects, ropes, plants, roots and vines and launch them at targets to pull them out of position. Target one creature within 15 feet of the object you have imbued and make a ranged spell attack roll, on a successful hit that target is pulled to that object, you lose your imbuement of that object after one minute.

Obscure: You can Imbue Snow, Dust, Sand or other substance that can be blown into a plume or cloud. You create a 10 foot cube of that substance, creating a heavily obscured area. You lose your imbuement of that object after one minute.

Lore Dump: You can Imbue only one Book, Scroll or stack of paper, and your magic will inject that information into your brain over the course of 1 minute for each 1000 pages. You cannot forget this information through any means for seven days and you can perform other actions while you do it. You lose your imbuement of that object after that one minute. You cannot forget this information through any means for seven days and you can perform other actions while you do it. You cannot learn spells this way. The object you’re reading, such as a book, doesn’t need to be open. You cannot imbue another Book, Scroll or stack of paper while imbuing another one already.

Enviromental Magic

Starting at 2nd level, you gain proficiency in Nature and Survival.

Additionally, you may spend a spell slot to enhance your Imbue Magic ability. However you do not have to use a spell slot to Imbue something at all, if you choose to you gain the following benefits:

Earthscribe, Splintersalvo, Blaze: Increase the damage by an additional damage die for each spell slot first level and above.

Constrict, Environmentalist, Obscure: Increase the range or spread of the imbued object by 5 feet for every spell slot first level and above.

Lore Dump: Increase the number of Books, Scrolls or stacks of paper you can imbue by one for each spell slot first level and above.

Improved Imbuement

Gross Attack: By imbuing something that is reasonably gross, such as trash or sludge, you can launch that gross thing at a single target within 15 feet of the object you have imbued. Make a Ranged attack roll, if successful the target takes 2d6+ your spell-casting ability modifier in poison damage and must make a Constitution saving throw against your spell save DC or be poisoned for 1 minute. The range increases by 5 and the damage increases by 1d6 for each spell slot first level and above.

Special Rain: By imbuing a reasonable amount of water or liquid, you can create a spread of droplets to launch in either a 10 foot wide cone or a 10 foot radius sphere, all creatures caught in that range must make a Dexterity saving throw or take 2d6+your spell-casting modifier of either Cold or Acid damage, your choice. The range increases by 5 feet and the damage increases by 1d6 for each spell slot first level and above.

Gritty Ground: You can imbue a 20 foot cube worth of ground to mess with it, turning it into difficult terrain for hostile creatures. This does not affect your allies, additionally you do not have to be in range after you use this. The ground returns to normal after one minute. For each spell slot first and above, increase the cube size by 10 feet and the duration by 30 seconds.

Spontaneous Trap: You can imbue a 10 foot cube worth of ground or wall, ready to turn that environment against a hostile creature, the area appears normal unless viewed with a detect magic spell or creatures with true sight. Any creature that passes through the trap must make a dexterity saving throw vs your spell save DC or be restrained, they can make this saving throw again at the start of their next turn and the imbuement lasts for one minute and you do not have to be in range. For each spell slot of first level or above, increase the size of the cube by 5 feet. 

Compulsion: You can choose to Imbue a creature within 30 feet of you, if they are a hostile creature, they must make an Intelligence saving throw vs your Spell Save DC or they use half their movement to move in a direction you verbally tell them to. The target can make the saving Throw again at the start of each of their turns. You can target an additional creature within range for each spell slot first level and above.

Experienced Imbuement

Beginning at 10th level, you have improved your magical connection to nature that you gain new benefits while you are imbued on an object or using that object's ability.

Earthscribe: If you imbue stone, dirt or other reasonably durable surfaces, you gain 5 temporary hp for each imbued object or surface. You lose the imbuement if it is destroyed or the duration runs out. For each spell slot first level and above increase the amount of temporary hp by 5. 

Splintersalvo: For each failed save against Splintersalvo, that target then loses 1 AC for one minute. If you use a 3rd level spell slot, they lose 2 AC and at 5th level they lose 3 AC. 

Constrict: For each creature grappled by this, they have disadvantage on Dexterity and Strength Saving throws.

Blaze: For each failed save, the creature is also set on fire and takes damage at the start of their turn. Roll the same number of damage dice for the damage they take at the start of their turn, except do not add your spell casting modifier. 

Environmentalist: While you are imbued to a living plant and are within range, you gain hp equal to your proficiency bonus at the start of each turn. This can not stack onto itself.

Obscure: You can magically see through the substance you have imbued and turned into a cloud or plume.

Gross Attack: So long as you have spent a spell slot of third or higher on this attack, this ability ignores resistance to poison damage and the poisoned condition. Creatures that are immune to the poisoned condition have advantage on the saving throw. If a creature is immune to poison damage and the Poisoned Condition then they are unaffected by this ability.

Special Rain: For all creatures who fail, they lose 10 feet of movement speed.

Gritty Ground: Each hostile creature takes one point of damage for each 5 feet of movement they make while in this difficult terrain. 

Spontaneous Trap: For each creature who failed the saving throw, you know their exact location in relation to yourself until they succeed, you move to another plane of existence, go unconscious or die.

Compulsion: If you Imbue an ally, you can spend a reaction to move them up to their movement speed without provoking attacks of opportunity, so long as they end their movement closer to you than when they started.

Arcane Enviroment

You can only gain one benefit at a time, however if you are imbuing more than one object that provides a different benefit, you can use a free action to change which one you are benefiting from.

Earth-scribe: You have Resistance to Bludgeoning damage.

Splinter-salvo: You have Resistance to Piercing Damage

Constrict: You have Advantage on checks to avoid being grappled.

Blaze: You have Resistance to Fire damage

Environmentalist: You have advantage on saving throws on spells and effects that force you to move against your will.

Lore Dump: You have advantage on Intelligence and Wisdom Saving Throws.

Gross Attack: You are immune to Poison damage and the Poisoned Condition

Special Rain: You are resistant to Cold or Acid damage but not both. 

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