Base Class: Wizard
In the shadows of politics, in the middle of nowhere and in temples forgotten, masters of the material plane lurk. Rare even amongst wizards, masters of reality see life and destiny for what it truly is. A cruel game, one which must be given purpose and meaning. You will be the one to bring order to the chaotic nature of existence, whether it's lifeforms agree or not.
Resonate
Starting at 2nd level, you can choose to enter a state of heightened you can create Resonance at the start of your turn in combat. The Resonance makes a low humming sound when applied and visibly clings to your body in some way. Resonance can be either positive or negative depending on who holds it; if an ally is affected by resonance it is always positive, if an enemy is affected by Resonance it is always negative. You cannot create Resonance at the start of your turn if you are unconscious, and all stacks of Resonance on a creature disappear if that creature reaches 0 hit points. You can choose to create one of three different types of Resonance at the start of your turn; Circular, Triangular or Quadratic.
Circular Resonance
A creature who possesses Circular Resonance has it's movement increased by 10 feet if it is positive, or has it's movement reduced by 10 feet if it is negative.
Triangular Resonance
A creature who possesses Triangular Resonance receives a +1 increase to all attack and damage rolls it makes if it is positive, or receives a -1 reduction to all attack and damage rolls it makes if it is negative.
Quadratic Resonance
A creature who possesses Quadratic Resonance has it's AC increased by +1 if it is positive, or has it's AC reduced by -1 if it is negative.
A creature can use it's object interaction to transfer resonance to a creature within 10 feet of itself that it can see. Resonance of the same type can not stack on top of one another. This means if If you try to generate a type of Resonance you already possess, or someone tries to give a creature a type of Resonance they already possess, the creation or transaction simply fails and nothing happens. Stacks of Resonance last until Initiative goes away, as keeping it up is somewhat straining without the energy of a chaotic battlefield to fuel it's existence.
Create
Starting at 6th level, your will permeates through the battlefield itself alongside your subjects. On Initiative count 10, a solidified structure of the Weave appears out of thin air in the form of an oscillating hand at an unoccupied space that you can see within a range of 30 feet of either yourself or a creature who possesses Resonance. The Hand is a large object with an AC of 18 and hit points equal to your wizard level. It is immune to poison and psychic damage as well as all conditions, but it can still take damage as normal. A Hand can be one of three shapes, Circular, Triangular or Quadratic. You can only have one Hand of each shape active at any give time and the shape of the hand prevents you from generating the same type of Resonance as the active hand. For example, if a Circular Hand is active, you can not generate any Circular Resonance at the start of your turn.
You can choose to make the Hand of Creation do one of two things on its turn, which it takes at Initiative count 10;
You can make the Hand teleport a distance of 30 feet to an unoccupied space you can see.
You can make the Hand use it's Resonant emitter
Resonant Emitter
When a Hand uses its Resonant Emitter, it starts to project a visible field of arcane flux in an area next to it until the start of it's next turn. A creature that ends it's turn within the field gains one stack of the same type of Resonance as the shape of the hand if it doesn't already possess one. The range and area of the emitter-field is determined based on the shape of the hand;
If the shape of the Hand is Circular, the area becomes a 10-foot radius sphere with a range of 60 feet.
If the shape of the Hand is Triangular, the area becomes a 30-foot cone with a range of Self.
If the shape of the Hand is Quadratic, the area becomes a 10-foot wide, 60-foot long line.
If you don't choose an action for the Hand to take, it simply waits and does nothing. Any Hands created by this feature disappears when initiative goes away. Once a hand is destroyed it recoils in phantasmal pain and disappears entirely.
Dissect
Beginning at 10th level, you begin to see free will and thoughts for the mundane, material illusions that they are. The Resonant energy you grant your feeble subjects converge with a screeching interlocking sound. You can now use a bonus action on your turn to swap a stack of Resonance applied to a creature with another stack of Resonance applied to a different creature within 30 feet of the first one.
In addition, creatures other than yourself can gain two Resonance stacks of the same type. If a creature possesses two stacks of the same type of Resonance at any point, the two-dimensional Resonance stacks immediately combine into a new type of Resonance with a three-dimensional property. This new Resonance cannot be given away and prevents any new stacks of Resonance to be given to the affected creature as long as it lasts. These new three-dimensional properties are Orbicular, Pyramidal and Hexagonal. These properties are neither positive nor negative, but neutral in their application.
Orbicular
You can use your reaction to teleport a creature who possesses Orbicular Resonance up to 30 feet in a direction you can see when it is about to attack, make a saving throw, or after it moves.
Pyramidal
On your turn, you can command a creature who possesses Pyramidal Resonance (no action required by you) to attack a nearby enemy within range that you can both see.
Hexagonal
Whenever a creature who possesses Hexagonal Resonance takes damage, you gain half as many temporary hit points.
The new three-dimensional properties lose their old two-dimensional properties, meaning the properties above overwrites any previous effects given by Resonance. Once a creature with Orbicular, Pyramidal or Hexagonal Resonance dies, you can choose to recover a two-dimensional type of Resonance that the three-dimensional type was made from. For example, if a creature with Orbicular resonance dies, you can choose to immediately gain one stack of Circular Resonance yourself.
Assimilate
At 14th level, your hold over reality is that of an iron grip, your insignificant subjects can longer stop you in any way that matters. Your Hands of Creation now gain additional temporary Hit Points equal to your wizard level when they appear. In addition, you can now use your Action to finalize your designs by using Assimilation. You must finish a long rest before you can do so again.
Assimilation
After using this ability, all enemies who are in possession of Resonance must make a Constitution Saving Throw against your spell save DC at the end of their next turn. Any target who fail this saving throw becomes Petrified into a statue holding two-dimensional symbols visually representing any Resonance they had in their possession. A target Petrified this way can repeat the Constitution Saving Throw at the end of their turn, ending the Petrification on a success. The statue can be affected by all the effects of Resonance and Dissect, as well as receive Resonance from Hands of Creation and other creatures. If the Petrified creature gains Resonance from any source, it takes 3d8 force damage.
Other creatures can remove Resonance from the statue by giving Resonance of the same type as the statue's held symbols. For example, if a statue is holding one Triangular symbol and one Quadratic symbol, a creature can remove the symbols by giving the statue an identical type of Resonance. An emitter-field from a Hand of Creation cannot remove Resonance this way. If a statue is no longer holding any Resonance symbols, they automatically break free.
Comments