Base Class: Wizard
Realizing the Congruencies between both Transmutation and Conjuration, you go down a different path, a less ridged path, leaving the world up to interpretation. Artists, Musicians, or former Bards looking to expand their mind chase this path, looking for the mechanical strict power, within the loose and open world. The School of Creation is for those who wish stay on the road in-between.
Blessings of Creativity
Beginning when you select this school at 2nd level, you gain the spell Joy's Major Alchemy, along with the ability to use it once every short/long rest.
Conjure Defenses
Starting at 2nd level when you select this school, as a reaction to a harmful effect, you can summon, a Small sized object, within 5 feet of you. This Object inherently acts as Half-Cover, if prone, full cover. The object cannot be anything specific, just an amorphous mass. Along with this, the gold coin cost of the object cannot exceed 20 times your wizard level. Starting a 14th level, the GP limit is removed. The material of the object must be something you've seen before. The dimensions of the object must not exceed 5 cubic feet, but the block can be made in any orientation of 5 cubic feet. For example, the object could be 13x1x1, 1x13x1, 1x1x13 etc. After one minute, the block disintegrates into worthless ash. You gain a number of uses of this reaction equal to your proficiency, resetting on a short/long rest.
Transmuter’s Will
Starting at 6th level, and the end of a rest, you can choose one transmutation spell you have access to, to be permanently affected with until the end of your next rest. This spell must be beneficial, along with having a timer that is 1 minute or longer. You can only target yourself with this ability. When effected by a spell in this manner, you aren't considered to be concentrating on it. Along with this, the spell must be a level that is a fifth of your wizard level (rounded down) for you to be able to use that spell for this ability.
Along with this, you now gain a special reaction, that can only be used to use Conjure Defenses. If this special reaction is used, until the start of your next turn you are not able to use Conjure Defenses again. This restriction is lifted at 14th level.
Conjuring Extras
At 10th level, when you cast a transmutation/conjuration spell of 3rd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.
Whenever regaining a slot in this manner, you can forgo regaining the slot, to immediately move up to 10 feet in any direction without provoking opportunity attacks. Starting at 14th level you can use this movement whenever using Conjuring Defenses.
Mastey of World
Starting at 14th level, You're now permanently under the effects of the Freedom of Movement, Spider Climb, and Longstrider. These spells are unable to be dispelled off of you, as they are now inherent with your being. Along with this your jump height is tripled and you're immune to fall damage.
Now as a part of the Conjure Defenses reaction, you can cast Joy's Major Alchemy on the object summoned. You may also push the object using a bonus action, up to 50 feet, and depending on the size category of the object, the creature(s) it hits must make a DEX save or take magical bludgeoning damage equal to the square footage of the object. If holding on to the object, you can launch yourself with it.
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