Base Class: Wizard
Duct Tape Magic
Created by an ancient helper in wars to fix anything, wizards can be aptly interested in this seemingly nonmagical tape. Those devoted to learning it have discovered the tradition that is Duct Tape Magic. Those who follow the tradition of Duct Tape Magic are often suprised that with a little magic, duct tape can be used to fix and replace almost anything. From constructs, to clothing, to even helping in sealing up wounds of their allies.
Abjuration Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.
Arcane Ward
Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Once you create the ward, you can’t create it again until you finish a long rest.
Endless Tape
As a bonus action, you can create a Tiny roll of duct tape weighing 1 lb. The tape has the following magical properties when held by you:
- You know the mending cantrip and can cast it as an action. Using it this way will permanently leave duct tape on the break or tear. Additionally, you can repair a break or tear no larger than 10 feet in any dimension instead of 1 foot.
- You have the false life spell prepared. It counts as a wizard spell for you, and it doesn’t count against the number of spells you can have prepared. Using it this way will leave a strip of duct tape on the target of the spell for its duration.
- You can cast false life as a ritual.
The duct tape disappears if you create another roll or if you die.
Projected Ward
Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
Sticky Binding
When you cast a wizard spell with a spell slot, you can choose to add duct tape as a material component of the spell. If you do, you can choose one of the following bindings to add to a creature affected by the spell. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Adhesion. The target's speed is reduced by 10 feet until the end of their next turn. If the spell slot expended is of 3rd-level or higher, the target is instead restrained until the end of their next turn.
Long-Lasting. The target regains hit points equal to half your wizard level + the spell slot level you expended.
Improved Abjuration
Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.
Tough and Protective
When you finish a long rest, you may fashion these set of clothes and put them on if you so choose. When you are wearing the clothes from this feature, you have a bonus to your AC equal to your proficiency modifier. These clothes last until the end of your next long rest or until you are hit by a number of attacks equal to your proficiency bonus. In addition, you can use an action and expend a spell slot of 1st level or higher to magically cover a willing creature's clothing with duct tape. Doing so will increase the AC of the creature equal to half the level of the spell slot expended, rounded up. This duct tape lasts until you use this feature again, or until the creature affected is hit by an attack.
Spell Resistance
Starting at 14th level, you have advantage on saving throws against spells.
Furthermore, you have resistance against the damage of spells.
Sovereign Tape
You gain the following benefits:
- The clothes of duct tape made from your Tough and Protective feature can now only be destroyed at the end of a long rest.
- The Adhesion effect from your Sticky Binding feature now lasts until the end of your next turn.
- You can have your duct tape act as a use of sovereign glue by expending a 5th-level or higher spell slot. You can remove and dissolve this tape as an action.
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