Base Class: Wizard
A variety of Arcane colleges specialize in training wizards how to be the best at a specific school of magic, this arcane tradition is not a master at any specific school, they are the jack of all magic and master of none. This arcane tradition teaches the arcane proprietor how to be street smart and the worlds greatest improviser.
followers of this tradition are known as Hellblazers. they see their magic as a means to an end, they know they have their limits, but when it comes to it a Hellblazer can find a way to get out of just about any situation. They are not a predictable group, a Hellblazer can turn a fireball into a snowstorm and a lightning bolt into a thunderous line of destruction.
Hellblazers normally don't run into conflict but try to turn a fight to their favor through nondirect means. when asked why they choose to split there attention and adjust everything on the fly. their normal reply is something along the lines of "If your opponent knows what you can do then they know what to expect in a fight. With me you never know what you'll get!"
Jack of all trades
You have learned how to use your wits to become a proverbial Swiss army knife. you can add half your proficiency bonus rounded up to any ability checks made with intelligence, wisdom, or charisma that doesn't already include your proficiency bonus.
Spell Personalization
Beginning at 2nd level, you learn how to change the effects of a Spell. you can choose a spell that you cast and alter one thing about it. You can change an aspect of a spell a number of times equal to your intelligence modifier per long rest.
- Is an area of effect spell you may change the area of effect, (ie turn a sphere with radius 20 into a cone with a 30-foot spread)
- You can change fire to cold, acid to poison, thunder to lightning, force to psychic, and necrotic to radiant. and vice versa.
Imbuing Magic
Starting at 6th level, You have discovered how to grant commonplace items a certain amount of magic. You can use your action to imbue a nonmagic item with a cantrip, for 24 hours. the item can be triggered by you, or be given a specific trigger. You can do this a number of times equal to your Intelligence modifier per long rest. If the cantrip has an attack roll it uses your spell attack modifier if it has a save DC it uses yours if the cantrip has multiple effects you must set the effect when you imbue the item.
Spell Thief
Beginning at 10th level, you can steal magic from other casters making your opponents magic your own. You learn and have prepared counterspell and dispel magic these do not count against your spells known. when you use these spells you may make an arcana roll equal to 10+spell level if you succeed you can steal the magic, you can have the spells stolen this way prepared as addition spells until you finish a long rest. you can use this ability a number of times equal to your Intelligence modifier per long rest.
Bending the Rules
Starting at 14th level, you learn how to turn the rules of magic on their head. You can use your abilities of imbuing Magic, Spell Personalization, and Spell Thief more than would normally be feasible. every time you use one of these abilities in Excess of your Intelligence modifier you take 2d6 necrotic damage that can not be reduced in any way.
with this ability, you may use both of your spell personalization abilities once, when you use this ability you take 3d12 necrotic damage that can not be reduced in any way. You may do this once per long rest.
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