Base Class: Wizard
Through intense study and experimentation, you have encountered some of the fundamental properties of the universe, and in turn, they have been burned into your being. These fundamental properties represent themselves as strange symbols that appear on your flesh, with which you can efficiently create new spells based on those properties.
Marks of a Fundamentalist
When you choose this subclass, pick four of the following properties. These properties will become represented as markings on your flesh. As an action, you may create an effect related to that property. Your DM will, in turn, assign a number of hit points that you must sacrifice to make this effect happen. The number of hit points is determined by the DM, but in general should follow the following guidelines: Minor(0-5) Medium(10-20) Major(20-40). When using this ability, you may choose to sacrifice all of your remaining hit points to create one extra powerful effect. When you choose to do this, you do not die. Instead, your body is consumed entirely by the activated property, and you cease to be whatever race you previously were, becoming a shade of the appropriate property.
Charge
Appearing like a glowing mark of shifting color, this mark allows for the manipulation of atomic charge, electric charge, and magnetism.
Energy
Appearing like a flowing river of light, this mark allows for the manipulation of potential and kinetic energy in all of its forms.
Entropy
Appearing like shifting red sand, this mark allows for the manipulation of entropy and a limited control of time.
Force
Appearing like a shifting pattern of intersecting lines, this mark allows you to manipulate all non-fundamental forces (e.g. not gravitational, electromagnetic, or nuclear).
Gravity
Appearing like a dark void that doesn't reflect light, this mark allows you to manipulate gravity and create distortions in space-time.
Light
Appearing like a mirror that reflects any light cast onto it into a visible wavelength, this mark allows for the manipulation of all forms of light.
Mass
Appearing like a silver substance that shifts between a solid, a liquid, and a gas, this mark allows for the manipulation of matter and object mass.
Momentum
Appearing like a mass of racing white lines, this mark allows for the manipulation of velocity, momentum, and acceleration.
Quantum
Appearing like a mass of black swirls that occupy a different shape and location every time they are observed, this mark allows for the manipulation of nuclear forces and quantum states.
Space
Appearing like a starry expanse, this mark allows for the manipulation of position and frames of reference.
Enhanced Spellcraft
Due to your knowledge of the fundamental language of universal properties, you become uncannily proficient at the crafting of new fundamentalist spells. Any fundamentalist spell you create requires half the normal time and resources that would typically be required for the creation and learning of that spell.
Cosmic Knowledge
As an action, you may target one sentient creature within 60ft. that you are aware of. You force a connection between the targeted creature's mind and the endless information of the universe. The targeted creature must succeed an INT Saving Throw against your spell save DC or become frightened and your choice of blinded or deafened. As an action on each subsequent turn, you may choose to continue the effect for up to a minute. The creature may attempt the save again at the end of each of its turns. You may use this ability a number of times equal to half of your proficiency bonus (rounded down) before a long rest.
Fundamental Intuition
You have grown entuned with the fundamentalist marks that adorn your body, allowing you a more fine control over their operations. When using your Marks of a Fundamentalist ability, minor effects no longer require an HP cost, and medium effects only require half of the HP cost.
Unrestrained
As an action you remove all external forces that act upon you. While this ability remains active you may control all forces that act upon you up to 1g of acceleration multiplied by your body weight. Your movement speed is doubled and you gain a hover speed equal to your walking speed. You may also use a bonus action to create a specific effect. Upon activation of this ability, you receive one level of exhaustion and receive another point for every minute past the first that unrestrained remains active. Unrestrained remains active until dispelled by its user or until the user loses consciousness.
Previous Versions
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