Base Class: Wizard
The School of Arcanomancy is an arcane tradition focuses on understanding of the mechanics and lost secrets of magic. It involves heavy research and testing as arcanomancers attempt to prove arcane theories to elevate magic to new heights or unlock secrets behind what makes it work. Arcanomancers tend to be book worms, always searching for the next clue that may lead to unprecedented magical discovery. They find themselves adventuring just to find out what hidden magical treasures may exist in the world or to try something new with the threads of magic.
Esoteric Experimentation
Starting at 2nd level, you begin to reap the rewards of your efforts chasing random theories, performing magical experiments and researching esoteric principles and topics. You become a walking compendium of random knowledge, strange insights and experimental spells that often prove serendipitous. This wealth of experience and knowledge is represented as a pool of Esoteric Points. You have a number of Esoteric points equal to your Intelligence modifier. You may use these points to fuel some of your Arcanomancy abilities. Your Esoteric points replenish when you finish a long rest.
While you have at least 1 Esoteric point in your pool, you gain advantage on Initiative and Intelligence checks.
Arcane Backchannel
At 2nd level, you have learned how to establish a back channel in your spells so you can modify them as you cast and learn from them as they are active. While you re concentrating on a spell, your spell attacks score a critical hit on a 19 or 20.
Furthermore, when you cast a spell, you may spend one esoteric point to experiment with using the back channel to modify spell damage types. Choose one damage type: acid, cold, fire, force, lightning, necrotic, radiant, or thunder. Until you finish a long rest, when you roll damage for a spell, you may allocate the damage dice and modifiers between the original and selected damage types as you desire. You may use this feature to select a multiple damage types, spending one Esoteric for each type.
Arcane Feedback
At 6th level, you have learned to capitalize on the arcane back channel of your spells to create a feedback loop between your spell attacks and hindering spells. When a creature you see rolls a saving throw against a spell you cast, your spell attacks have advantage against that creature until the end of your next turn. Furthermore, when you hit a creature with a spell attack, it has disadvantage on the next saving throw it makes against your spells.
Experimental Spell
Upon reaching 10th level, your magical experiments become more complex. When you prepare your spells, you may spend one or more Esoteric Points prepare experiments with various mechanics that you can apply to spells you cast. Any benefits you gain from this feature last until you finish a long rest. Any spells you prepare using this feature do not count against your spells prepared. You may choose one topic of experimentation for each esoteric point you spend:
- Theurgy: You may prepare a spell from any spell list. It must be of a level that you can cast. This spell counts as a prepared wizard spell for you and remains prepared until you finish a long rest. If the spell has a material component with a gold cost, you may use a substitute item with an equivalent gold cost. You may select this option multiple times, selecting a different spell each time.
- Time Dilation: When you cast a spell that has an instant duration and an area of effect, you may choose to extend its duration to one minute, half its damage and maintain concentration instead. After the initial casting and until the spell ends, any creatures that enter or begin their turn in the area of effect experience the spells effects. If the range of the spell is self, the origin of effect moves with you. Otherwise, you may use your bonus action to be move the area of effect 10 feet.
- Spatial Projection: You may modify the range of a spell from Self to Touch.
- Temporal Inhibition: When you cast a spell, you may choose to delay its effects of the spell. You must maintain concentration on the spell does not normally require concentration. You may keep the spell ready until you use a reaction to unleash its effects, or you lose concentration. A spells duration begins once its effects are unleashed.
Expanded Concentration
Beginning at 14th level, you have learned to use your arcane back channel to make it easier to concentrate on a single spell, allowing you to maintain concentration on two spells at once. One of the spells cannot be higher than 5th level. While concentrating on two spells, you may only cast cantrips. If you fail a concentration check, you lose both spells.
Previous Versions
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