Wizard
Base Class: Wizard

Mind wizards specialize in taking over the mind of those pitiful creatures and any attempt to control you is futile, you are a master at mind games.

Mind spells

At level 2 the gold and time to copy a spell that is from the enchantment spell list is halved.

Mind charges

At level 2 you have mind charges, mind charges are determined by half (rounded down or your DM decides) your wizard level, when it comes to the start of your turn you can use (for a free action) one charge up for one of the options below (you can only do one option per turn)

You can gain an extra reaction for this round.

You gain your wizard level quartered to your ac for the round (e.g. I'm a level 8 wizard and I use this feature I gain a + 2 to my AC).

You don't trigger opportunity attacks for your turn.

You and 5 other people heal 1d12+ your int mod (this uses 2 charges)

Your next attack deals an extra 2d10 (when you reach level 11 it becomes 3d10 and 17 4d10) physic dmg (this uses 3 charges).

You gain advantage on a spell attack roll for one turn, or 2 enemy's get disadvantage on attack rolls for one turn, (this uses 4 charges)

The mind charges replenish after a long rest.

 

Take control

At level 6 you target an incapacitated or grappled creature that has a challenge rating of 2 or lower than you and the creature have an intelligence battle (you and the creature both roll 1d20 + you int mod and whoever roll higher wins). You win: the creature is under you command (it will literally die for you in the sacrifice itself to save you) for 1 day and when the one day is over it becomes hostile towards you and is immune to this effect for 7 days you can't give the creature commands like "kill yourself". You lose: Nothing happens except the creature becomes immune to this effect for 7 days and you roll a DC 20 Charisma if you fail the creature turn hostile towards you if you succeed the creature doesn't know you tried and take control of it. You can use this once per long rest.

At level 10 you can target a creature with CR rating of 3 or lower.

At level 14 you can target a creature with CR rating of 4 or lower.

At level 18 you can target a creature with CR rating of 5 or lower.

Break some puny minds

At level 6 when you go in to battle you can pick a creature that creature must make an int saving throw (use your Save DC) if it succeeds nothing happens, if it fails then when it has to make a saving throw it has it with disadvantage, the spell greater restoration can remove this affect or if the creature long rests 

Mind backlash

At level 10 when a creature hits you with an attack, spell or condition you can deal 3d10 + your int mod physic dmg this uses a reaction, you can use this your int mod + your wizard level halved rounded down per long rest.

Mind replenish

At level 10 when you enter battle without any mind charges you replenish 2.

Mind aura

At level 14 when you enter battle you can use 7 mind charges and then a mind aura (range is 300 feet) happens. choose one option below to see what happens to the enemies in the aura.

When the enemies take a constitution, dexterity, wisdom or intelligence saving throw, they have it with disadvantage.

Damage Immunity's and resistance don't work (this lasts for 30 seconds or 5 turns) 

Enemies can't take reactions and any free action or legendary action doesn't work (for one turn for the legendary action) if the enemy has any.

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