Wizard
Base Class: Wizard

All wizards are adept at manipulating matter and energy, and they specialize in doing it in different ways. However, some wizards take their studies one step further, understanding the fundamental forces of the universe itself and applying it to combat directly.

Wizards from the School of Matter Manipulation and Battle Theory are a little conceited in their extra knowledge, and the name of the School doesn't help. Still, they are formidable forces on the battlefield.

Mana

2nd level School of Matter Manipulation and Battle Theory feature

On choosing this school, you gain a number of Mana points equal to your wizard level + your intelligence modifier. This mana has a variety of different uses. You lose one Mana Point every time you take damage. You regain all spent Mana Points on a short rest. Additionally, you can regain your Mana points as a bonus action by either spending a spell slot up to level 3 or rolling a 1d6 and taking that amount of necrotic damage that cannot be reduced, negated or transferred in any way. You regain a number of Mana Points equal to the slot expended or the damage rolled.

Mana Barrier. While you have at least one Mana point, you have resistance to all damage and gain temporary hit points equal to your intelligence modifier at the start of each of your turns. When your Mana points reach 0, your Mana regenerates at a rate of 2 points per round till they reach the maximum possible amount. While regenerating Mana in this way, you have vulnerability to all damage and you cannot use the Chant feature detailed below.

Chant. You get access to a number of spell cards. You can have 4 spell cards in your hand at a time, and you gain 4 spell cards in your hand at the start of initiative. You can use your bonus action to expend one of the spell cards, gaining its effects. You can expend one Mana point as a free action to replace a card or fill an empty slot in your hand.

Test Case 1

2nd level School of Matter Manipulation and Battle Theory

At the start of initiative you must roll a 4d8 to determine which spell cards you have in your hand. You have the following spell cards at your disposal:

  • Hydro-Hadron (Mana Cost 1). You shoot a cube made of water at a target within 30 ft. of you. Make a ranged spell attack roll. On hit, the target takes 1d10 bludgeoning damage. This damage increases to 2d10 at level 10.
  • Ignition Hadron (Mana Cost 1). You shoot a cube made of fire at a target within 30 ft. of you. Make a ranged spell attack roll. On hit, the target takes 1d8 fire damage. This damage increases to 2d8 at level 10.
  • Acid Spread Hadron (Mana Cost 2). You shoot cubes made of acid in a 30 ft. cone. Creatures within the cone must make a Dexterity saving throw against your spell save DC or take 1d6 acid damage, and 1d6 acid damage on the start of each of their turns for one minute or till they use an action to scrape it off.
  • Mana Power-Up (Mana Cost 3). Your number of Mana points temporarily increases by your proficiency bonus for one minute.
  • Electric Arc Hadron (Mana Cost 2). You shoot cubes made of lightning and thunder in a sphere of 15 ft. radius centered on you. All creatures within the range must make a Constitution saving throw against your spell save DC or take 2d6 lightning and 2d6 thunder damage. This damage increases to 3d6 lightning and 3d6 thunder damage at level 10.
  • Bookmark (Mana Cost 0). You reroll the 4 cards in your hand. Roll a 4d8
  • . You gain 4 cards from Test Case 1.
  • Blooming Explosion (Mana Cost 1). You create a sphere of fiery explosion in front of yourself. Make a melee spell attack roll. On hit, the creature takes 1d10 fire damage and must make a Strength saving throw. On a failure, the creature is knocked prone.
  • Icicle Spike (Mana Cost 1). You create a spike of ice under a creature that rises up, piercing them and shattering instantly. The creature must make a Dexterity saving throw or take 1d6 cold damage and have their speed reduced by 10 ft. till the end of your next turn.

Magic Expert

6th level School of Matter Manipulation and Battle Theory feature

Your understand of the arcane and the universe itself has deepened. You can add double your proficiency bonus to Arcana checks and gain proficiency in Intelligence checks relating to anything arcane, such as Counterspell.

Test Case 2

6th level School of Matter Manipulation and Battle Theory feature

You gain access to a new set of spell cards. You can switch between Test Case 1 and 2 by spending 1 Mana Point as an item interaction. Unless you switch Test Cases before combat, you always start with Test Case 1 as your current case.

  • Heightened Senses (2 Mana). You gain expertise in Perception and Investigation checks for one minute.
  • Mana Reduction (3 Mana). The cost of all spell cards is decreased by 1 (Minimum 0) for one minute.
  • Mana Regeneration (5 Mana). You regain 1d4 Mana Points at the start of each of your turns for 30 seconds.
  • Constant Bookmark (3 Mana). Whenever you expend a spell card, you regain a random spell card from the current Test Case without expending Mana or action economy for one minute.
  • Regain Lifeforce (2 Mana). Choose one creature within 30 ft. of you (this can include yourself). The creature regains HP equal to your Intelligence modifier at the start of its turn while it is conscious for one minute.
  • Guard Crush (4 Mana). Choose one resistance or immunity a creature within 30 ft. of you has. The resistance or immunity is negated for 30 seconds.
  • Mind Fortress (2 Mana). You gain advantage on Intelligence and Wisdom saving throws.
  • Ascension (3 Mana). You can launch a creature within 30 ft. of you up to 90 ft. upwards. If it doesn't have a hover speed, it takes falling damage and falls prone.
  • Vine Wrap (3 Mana). You create difficult terrain for one creature within 30 ft. of you. Their feet are wrapped with vines, and they are considered restrained, except their speed is not reduced to 0.

Test Case 3

10th level School of Matter Manipulation and Battle Theory feature

You gain a third Test Case, and you can switch between your various Test Cases as before: with an item interaction, spending one Mana point.

  • Form Alter (7 Mana). You cast the spell Polymorph on a creature within range, without requiring concentration. On a failure, the creature turns into a sheep.
  • Botanical Mania (10 Mana). Choose a 10 ft. radius sphere within 60 ft. of you. You and all creatures within the sphere must succeed on a Charisma saving throw against your spell save DC or turn into a potted plant for one round. While in this form, the plant is vulnerable to all damage and incapacitated.
  • Empowered Spell (7 Mana). The next spell you cast within the next minute has its damage maximized.
  • Teleport (5 Mana). You teleport up to 30 ft. in a direction you choose. If you teleport into a space that is occupied by a creature or an object, you are fused with the creature or object till you teleport again. You suffer adverse effects of being fused as the DM rules.
  • Barrier (10 Mana). You can create a transparent wall made of force that is 30 ft. long and 15 ft. high. This wall lasts for 10 minutes, has 10 AC and 30 HP.
  • Rapid Hadron Collision (7 Mana). You create a barrage of cubes made of pure force. Creatures within a 60 ft. cone of you must make a Dexterity saving throw or take 4d10 force damage.
  • Sinkhole (5 Mana). You create a vortex of gravity in a 15 ft. sphere centered on a point within 60 ft. of you. All creatures within the sphere must make a Strength saving throw or be pulled to the center of the sphere. If the space is occupied, they stop at the nearest unoccupied space.
  • Space Acceleration (7 Mana). Choose a creature within 30 ft. of you. Their speed increases by 20 ft. for one minute.
  • Space Deceleration (9 Mana). Choose a creature within 30 ft. of you. They must succeed on a Wisdom saving throw or be affected by the Slow spell till the end of your next turn.
  • Ultimate Bookmark (7 Mana). Whenever you use a spell card, your whole hand is replaced by random spell cards from random Test Cases for one minute.

Submicron Particle Sphere

14th level School of Matter Manipulation and Battle Theory feature

Once per long rest, as an action, you can create a 300 ft. radius sphere around you. While inside this sphere, the light conditions are considered dim unless a spell like Darkness or Daylight changes it. When the sphere is active, you can use your action to rain spheres of pure gravity and matter onto creatures of your choice up to your Intelligence modifier. The creatures must succeed on a Dexterity save or take 6d12 force damage.

Additionally, while the sphere is active, you can add your Intelligence modifier to your AC while you are unarmored and not wielding a shield.

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