Wizard
Base Class: Wizard

The Conduit of Chaos is a taboo school of wizardry where scholars learn to channel elemental chaos through their spells at the sacrifice of their own form, altering them to be of a completely different nature. These wizards seem to create spells on the spot that are perfect for the moment by twisting other spells. For example, instead of using a fireball spell, they create a more condensed and explosive necroball.

Savant of Havoc

Beginning when you select this school at 2nd level, When casting a damage spell, you may change it's damage type to any other damage type except for slashing, bludgeoning, or piercing. This includes Acid, Fire, Cold, Poison, Necrotic, Radiant, Lightning, Psychic, Thunder and Force.

Spell Density

Beginning at 2nd level, you may manipulate the density of any area damage spells you cast, making them either larger and diluted or more condensed and powerful. When casting a spell, you may take 1d4 necrotic damage for each level of the casted spell. Then, choose to either double the spell's area and half it's damage or half it's area and double it's damage. Always round up for this ability. Damage is doubled or halved after rolling the spell's normal damage. Contact, single target, and non damage spells can not be used with this ability. 

Chaotic Cantrip

Starting at 6th level, your cantrips can be charged with chaotic energy. While they do become sparratic and unstable, your charged cantrips are brimming with power. When you cast a cantrip, you may choose to take 1d4 necrotic damage. You then subtract the result from your spell save DC. If the cantrip still hits, it's die roll is always treated as it's maximum.

Spell Amalgam

Beginning at level 10, you learn to forcably combine two spells together by calling upon your chaotic energy. Once per long rest, as an action, you may choose to take a number of d4 necrotic damage equal to the combined levels of two spells, at a minimum of 2d4. You then combine the effects of the chosen spells into one spell. The spells use only one of their range types, but otherwise cause all if their combined effects. This spell uses no spell slots.

Conduit Form

Starting at 14th level, you gain the ability to act as a sort of gateway for elemental chaos to pass through. Your surroundings become distorted and everything around you is harmed by the chaotic energy flowing out of you. This form, while consting you your own life energy, superpowers your damage spell's. 

Once per long rest, you may choose to take 5d4 necrotic damage to enter your Conduit form. All terrain within a 500 foot radius becomes difficult terrain for all creatures except you. Each turn, if a creature is within 500 feet of you, it takes 1d20 damage. The damage type is determined by rolling a d10. You instead take 1d4 necrotic damage on each of your turns. Your damage spells deal double damage in this form, but do not have any secondary effects. This form lasts up to a minute.

1d10

Damage Type

1 Acid
2 Fire
3 Cold
4 Poison
5 Necrotic
6 Radiant
7 Lightning
8 Psychic
9 Thunder
10 Force

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