Wizard
Base Class: Wizard

Some say this is a specialized path to look into amongst dunamancy. It looks into the concepts of time and space but attempts to pull it more within the inner self to try and find maybe hidden concepts of one's self. Sometimes the spirit that is affected by all forms of science might be one to look into. Hence the spirit is needed to searched thoroughly and deeply, finding the mysterious and mystical powers within.

And someone did find it first.

An Inner Echo.

Rewind

3rd-Level School of the Inner Echo feature
You gain a special technique when taking this subclass at 3rd level: Rewind. As a bonus action or reaction to taking damage, you are able to sacrifice a hit die and teleport yourself from the spot you were at up to an amount of feet equal to ten times the result of the hit die you used to sacrifice in feet.

If you use this ability as a reaction, you reduce the damage by the result of the hit die you used to sacrifice.

If you use this ability as a bonus action, you take damage by the result of the hit die you used to sacrifice.

Space Sparks

3rd-Level School of the Inner Echo feature
There's a small technique that you learned personally with this school upon 3rd level: Space Spark. Space Spark is a melee spell attack that utilizes your Spell Attack Roll with a reach property of five times your Intelligence modifier, and have a specialized thrown range up to twenty times your Wizard level as long as you are able to see the target. Upon hit, it deals 1d6 plus your Spellcasting modifier in Force, Psychic or Thunder damage.

Upon 10th level when you obtain Spells Across, you can sacrifice your 1d4 bonus with this attack until the start of your next turn to place one of the following effects onto a creature upon hit:

  • The creature has a -1d4 penalty to attack rolls until the start of your next turn.
  • The creature has a -1d4 penalty to damage rolls until the start of your next turn.
  • The creature has their speed reduced by 1d4*5 feet until the start of your next turn.
  • The creature has -1d4 penalty to AC. You roll immediately and apply the penalty onto the creature.

Sight into the Veil

6th-Level School of the Inner Echo feature
You are able to go beyond the walls with your own spells when reach 6th level. You can see into the Ethereal Plane within 30 feet of you and your spells affect creatures on the Ethereal Plane as if you were on the same plane of existence.

Spells Across

10th-Level School of the Inner Echo feature
Upon reaching this subclass, you are able to open yourself up and look into a route unexpected. You are able to access the Druid Spell List and copy spells from there as well.

In addition, you gain a 1d4 bonus to all of your Spell Attack Rolls.

Aura of Echoes

14th-Level School of the Inner Echo feature
Reaching the 14th level brings something deep within out to the surface for your sights to see. Something you hope to present as you unleash a potent aura.

You have a 30-foot radius aura centered on yourself that grants you a +1 to AC. But it also use other abilities stated below towards those in the aura as long as you aren't incapacitated:

  • When you cast a spell that takes a 4th-Level spell slot or lower and has a duration of a minute or longer, you can multiply the duration of the spell by 1d4 (If you get a 1, you multiply it by 2.). You take damage equal to the result of the roll.
  • As a bonus action, you can grant a number of creatures equal to half of your proficiency bonus (including yourself) a bonus or penalty to all of their movement speeds equal to 10*1d4 until the start of your next turn.
  • As a reaction to a target making a roll, you apply a 1d4 bonus or penalty for that roll.
  • As an action, you can grant a target an additional 1d4 of attacks to make using their bonus action that lasts until the start of your next turn.

You can potentially replace the 1d4 by sacrificing a hit die of yourself for one of the abilities but you also take an additional amount of damage immediately of the hit die sacrificed.

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