Wizard
Base Class: Wizard

Spatiomancy, the manipulation of currently existing matter. Spatiomancers are some of, if not the rarest arcane caster in existence; especially due to their unique understanding of space and matter. As such, Spatiomancers are masters of teleportation, alchemy, and if a practitioner is advanced/powerful enough, the creation of new planes of existence. However, due to the rarity of Spatiomancy, the likelihood of finding others like yourself is nearly non-existent. This isn't to say that it's impossible though, just that it will take you many years, if not decades to do so.

Spatial Awareness

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spatiomancy spell into your spellbook is halved.

Reality Softening

Beginning at 2nd level, you can soften reality around your foes. When you cast a spatiomancy spell that affects other creatures that you can see, you can use a bonus action to increase the save DC by a number equal to your proficiency bonus. You may do this once per long rest.

Spatial Stability

Starting at 6th level, whenever another creature you can see casts a spell such as blink, or misty step, you can use your reaction to try and cancel the spell. When you use your reaction to do this, make an Arcana check versus the creature's spell save DC. On a success, the spell is cancelled, and the according spell slot is wasted. On a failure, you take 1d4 force damage, and the creature casts the spell as normal. Additionally, whenever you are subjected to a spell that would magically change your location, you have advantage on any saving throws to negate the effects of the spell.

Empowered Spatiomancy

Beginning at 10th level, your spatiomancy spells have their own save DC equal to: 10 + your INT mod + your proficiency bonus. Additionally, you gain another use of your Reality Softening ability, and can use it to affect your other non-spatiomancy spells.

Spatial Mastery

Starting at 14th level, you can use your bonus action to add 2d6 + your INT mod force damage to any of your spatiomancy spells, so long as a creature affected by one fails their saving throw against it.

Additionally, you are permanently under the effects of freedom of movement, and spells of 4th level or lower that would normally affect your location/position no longer affect you.

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12/15/2019 12:34:54 AM
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