Base Class: Wizard
These are Foolish Wizards that wish to perform magic, but are unable to do so the usual ways. So instead they just guess. They might not have a patron, god, magic in their blood, or a willingness to study, but they still try their best and that is what really matters. Does their magic make sense? No. Should it work? No. Does it? Yes, and that is all that matters.
Level 3: Idiot Savant
You may now use your Wisdom or Intelligence modifier reversed (-1 becomes a +1 and so on), increasing your power based on your foolishness. You may only use one modifier (Wisdom or Intelligence at a time).You are not forced to use into using reversed modifiers. You are able to switch what your modifier is based on after a short or long rest. You can choose to decrease your own ability scores instead of increasing them when taking an ability score increase.
Unable to understand the basic rules of magic you are able to prepare 1 spell from any other class, provided that you have the spell slots. You are also able to use 1 less spell component when you cast a spell, be it verbal, somatic, or material.
Level 3: Big Spell
You may choose to use 1 additional same level spell slot to increase the effectiveness of your spell as a bonus action. This does not work on cantrips. This comes in 2 forms Boom or Doom.
Boom. All Will Die. Increases the damage of your spell by double and increases the area of effect of all spells by 5 feet. This can be Length, Width, or Diameter. In order for the secondary effect to trigger it must be an area of effect spell.
Doom. None Shall Escape. Gain advantage on your next attack. If a creature makes a Saving Throw as a result of your spell you may choose to give them Disadvantage on that Saving Throw.
Level 6: Stroke of Luck.
Once per short rest or long rest, you may choose to use your Intelligence, Charisma, or Wisdom Modifier twice for 1 roll (Intellegence and Wisdom can both be reversed). This effect lasts for 1 minute, or 1 turn of combat. You must use this for something sufficiently stupid. If this is attempted to be used in a sensible manner with a well planned strategy then this effect does not trigger.
The DM chooses if what your are doing is stupid enough. If your plan uses fireballs it is suffiently stupid.
Level 10: Increased Idiocy
Stupid Sucesses. You gain the ability to reverse your own profiencies. This gives you a negative Profiency Modifier to your roll and gives you advantage for that roll. On a successful roll all creatures proficient in what you have done take within 30 feet take 13 (2d12) psychic damage and have disadvantage on the same roll that you attempted for the next minute. This cannot trigger inside of combat.
BIG BOOM. Carnage Shall Reign. You may choose to enhance your main spell with a spell slot 1 level lower than itself. If you choose to do so you can only choose either double damage or area of effect increase of double. You can only do this once per day.
DASTARDLY DOOM. Death Is Nigh. You may choose to enhance your main spell with a spell slot 1 level lower than itself. You can only do this once per day.
Strokes of Unluck. Any times that you roll a natural 1, you gain 1 dastardly point up to a maximum equal to half of your level. You may spend 1 dastardly point giving an enemy disadvatage or 3 dastardly points to make them automatically roll a natural 1.
Level 14: Booms and Dooms Everlasting.
BIGGEST BOOM. Damage Is King.
If you or a willing ally is willing to also be hit by your attack the damage can be tripled instead of doubled. The friendly creature effected by this cannot be healed for 1d6 turns. If they fall unconscious from this effect they cannot be healed for an additonal 1d6 turns. If they die from this cannot be revived unless it is by a spell at least half of their level or divine intervention.
You can change the bonus damage of your attack to fire, force or a combination of the both, changing from a mere increase of damage to glorious explosions.
DASTARDLIEST DOOM. Suffering Is Eternal.
If an enemy avoids your attack you may choose to still hit them for half damage. You can also choose for them to take full damage but in exchange, the targeted creature then gain advantage on all attack rolls against you until the end of their turn.
Infinite Combo Attacks. You may choose to as a bonus action turn a spell slot into 2 lower leveled spell slots.
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