Base Class: Wizard
Wizards of the Force Weaver school have tapped into the fabric of pure magical force, learning to shape raw arcane energy to disrupt, protect, and endure. They excel at transforming various magic types into Force energy, a rare form of arcane power that few can resist. Their magic can shatter the strongest defenses and provide shields of arcane resilience.
They dress themselves in a primarily white attire, with accents of electrum gold detailing throughout. The white gives a pristine, almost ethereal quality to the outfit, and the electrum gold highlights add a sense of elegance and mystique. They wear a large, wide-brimmed wizard’s hat, also primarily white with electrum golden, geometric adornments hanging from the brim. The electrum gold accents around the edges and hanging details create an arcane look, hinting at her magical prowess. Eyes are glowing blue, which adds an intense and mystical aura, suggesting a connection to powerful arcane forces. A Force Weaver's staff matches their outfit, featuring a twisted, organic shape. The staff is primarily white, with subtle electrum golden accents. The clothing is fitted with some armor-like elements around the torso, shoulders, and legs. These parts are also white with intricate electrum golden designs, giving both a regal and formidable look. This character’s design reflects a combination of purity and power, with the gold details enhancing the impression of an otherworldly, force-wielding wizard.
Arcane Conversion
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Forceful Casting: When you cast a spell that deals damage, you can choose to change the damage type to Force. This change applies to all instances of damage from that spell. You can do this a number of times equal to your proficiency bonus, regaining all uses after a long rest.
- Force Shield: Whenever you cast a spell converted to Force damage, you gain temporary hit points equal to the spell level + your Intelligence modifier.
Force Resonance
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Residual Force: When a creature within 10 feet of you takes Force damage from one of your spells, they must make a Constitution saving throw against your spell save DC. On a failure, they are pushed 10 feet away from you or pulled 10 feet closer (your choice).
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Arcane Bulwark: Your temporary hit points from Force Shield now also grant resistance to nonmagical bludgeoning, piercing, and slashing damage while active.
Force Augmentation
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Rebounding Barrier: When you lose all temporary hit points from Force Shield due to an attack or spell, you can deal Force damage equal to half your Wizard level to a creature within 10 feet of you.
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Empowered Conversions: You can now change a spell's damage type to Force without expending uses of Forceful Casting. Additionally, any temporary hit points you gain from your subclass abilities increase by 1d6.
Absolute Force
- Avatar of the Force: As a bonus action, you can become an avatar of arcane force for 1 minute + your Intelligence Modifier. While active:
- All your spells deal Force damage.
- You have resistance to Force damage.
- When a creature hits you with a melee attack, they take Force damage equal to your Intelligence modifier.
- You gain temporary hit points equal to your Wizard level at the start of each of your turns.
You can use this feature once per long rest.
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