Wizard
Base Class: Wizard

Syphon Wizards channel the energy of the arcane to boost their abilities and enhance their spells. They have learned to Syphon the most powerful of magic, manipulating and shaping Cantrips to their liking. They are relentless in their pursuit of exploits, often going to extremes to discover and play with the fundamental forces of the Arcane. They stand out for their innate ability to tamper with energy and break the very laws that spellcasting adheres to.  

 

Level 3: Cantrip Savant

Choose two Cantrips from the Evocation school (Sorcerous Burst & Eldritch Blast recommended), and add them for free to your spell book.  In addition whenever you cast an Evocation Cantrip you can do it without Verbal or Semantic components. 

 

Level 3: Density Channeling

You’re able to use your magic to empower spells all at once, by siphoning learnt magic. When you cast an Evocation Cantrip you can spend a number of 1st Level Spell Slot equal to your Intelligence Modifier to enhance it. For each 1st level spell slot expended, you can choose one of the following benefits for your Cantrip. As well you may add your Proficiency Bonus to the damage of the spell. 

  • Deals additional dmg equal to its Cantrip Upgrade + Intelligence Modifier. 
  • Hits one additional Target.  
  • Advantage on the Spell attack roll 
  • Disadvantage on the Spell saving throw.

 

Level 6: Arcane Divide

You can transfer some of your magical energy into overcharged potential. As a bonus action you can expend a 2nd level spell slot or above and gain a number of temporary 1st level spell slots equal to the level of the spell expended minus one. For example a 3rd level spell grants two 1st level spell slots, and a 5th level spell would grant four 1st level spell slots. 

Additionally as a 10 minute ritual you can expend your Arcane Recovery feature and gain a number of temporary 1st level spell slots equal to no more than half your Wizard level (round up).

Once you use either of these feature, you can’t use it again until you finish a Short or Long Rest

 

 

Level 10: Improved Channeling

When using the Density Channeling feature you can now choose from these following improved cantrip benefits.

  • Deals additional dmg equal to two of its Cantrip Upgrade + Intelligence Modifier
  • Hits two additional Targets
  • You can roll the cantrip’s dmg dice twice and use either roll against the target. 
  • Advantage on the Spell attack roll, and if you miss the Spell attack the target takes half the cantrip’s dmg suffering no additional effects. 
  • Disadvantage on the Spell saving throw, and if the target succeeds the Spell saving throw it takes half the cantrip’s dmg suffering no additional effects.

Level 14: Master of Energy

You have mastered getting the most out of your magic and can now increase your power by tapping into unused energy. When casting a spell above the 1st level you can upcast it by expending one 1st level spell slot, and you can upcast it twice by expending three 1st level spell slots. 

You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses upon finishing a long rest.   

 

 

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