Base Class: Wizard
Flectomancers are rare arcanists who specialize in the manipulation of force, momentum, and intention. Where other wizards shape fire or summon creatures, the flectomancer bends energy itself—deflecting spells, reversing attacks, and twisting the battlefield to their will.
Reactive Deflection
At 3rd level when you are hit by an attack or targeted by a spell you can see, you can use your reaction to attempt to deflect it. Make an Intelligence saving throw against a DC equal to 10 + the attack's damage roll or the spell's level (whichever is higher). On a success:
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Melee or Ranged Weapon Attack: You deflect the attack, taking no damage.
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Spell: You reduce the spell's damage by your Intelligence modifier + your wizard level.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses after a long rest.
Level 3: Mirror Arcana
At 3rd level you learn the Shield and Mirror Image spells, if you don’t already know them. These spells do not count against your total number of spells known. When you cast either, you can do so without expending a spell slot once per long rest.
Level 6: Spell Reflection
At 6th level when a creature casts a spell that targets only you and you succeed on the saving throw, or if the spell attack misses you, you can use your reaction to reflect the spell back at the caster.
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If the spell has a single target, it instead targets the caster, using your spell save DC or spell attack modifier (your choice).
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If the spell would normally affect an area, you can redirect its center to a point within 30 feet of you that you can see.
You can use this feature once per long rest. You gain an additional use at 14th level.
Level 10: Kinetic Redirection
At 10th level you can manipulate the momentum of others. When a creature misses you with a melee or ranged weapon attack, you can use your reaction to redirect the attack toward another creature within 10 feet of you (excluding the attacker). Make a new attack roll using the original attack's bonuses. On a hit, the redirected creature takes the attack's normal damage.
Level 14: Grand Reversal
at 14th level once per long rest, when you are reduced to 0 hit points but not killed outright, you can unleash a burst of reversed momentum as a reaction. You are instead reduced to 1 hit point, and each creature of your choice within 30 feet must make a Dexterity saving throw against your spell save DC. On a failed save, they take force damage equal to your wizard level + your Intelligence modifier and are pushed 15 feet away from you. On a success, they take half damage and are not moved.
In addition, you can immediately teleport up to 30 feet to an unoccupied space you can see.
Previous Versions
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7/30/2025 11:52:58 PM
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