Wizard
Base Class: Wizard

You focus your studies on the magic that is innate within nature. Through the use of rituals and alchemical brews, you coax the wild magic of nature to do your bidding. Scholars of the school of Witchcraft, known as Witches, are men and women who find that through the gentle guidance of a ritual, magic flows more calmly and obediently. This gentle magic enabling the Witch to manipulate the environments around them, altering battles not through sheer force of power, but through the subtle manipulation of the battlefield. This calling upon magic by natural means also includes the studies of the life that dwells within nature, allowing a Witch to understand various alchemical and medicinal components that can be made into brews and potions.

Ritual Savant

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

Arcane Cauldron

Starting at 2nd Level, you can spend 10 minutes molding the ground into a cauldron and imbuing it with magic. The cauldron is 1ft tall, 1ft wide, and is already full of boiling water. The cauldron exists for 1 Hour, and while the cauldron is summoned, You have proficiency with the 2 of the following Tools: Alchemist's Supplies, Poisoner's Kit, Herbalism Kit, or Cook's Utensils. If you are already proficient in one of those tools, you have Expertise instead. You can use this ability once per long rest.

Environmental Invocations

At 2nd Level, your studies of the natural world have allowed you to attune to it, and channel its power to affect the world around you. You can spend an action to invoke certain Environmental Invocations to assist you. These effects vary in power and new ones are gained respectively at 6th, 8th, and 12th level. You starts with 2 Environmental Invocations, and can call upon an Environmental Invocation as many times as their intelligence modifier per long rest. Upon gaining a new level, you may switch out previously known invocations for new Invocations. The Invocations are listed below:

Tremors

A tremor shakes the battlefield in a 60 ft radius around you. Each creature on the ground in that area other than you must succeed on a DC 15 Dexterity saving throw or be knocked prone

Cave-In

You seal one doorway or other entryway within the area. The opening must be unoccupied. It is filled with solid stone for 1 minute or until you either dismiss this Invocation, or cast another Invocation.

Grasping Roots

Grasping roots and vines erupt in a 15-foot radius centered on a point on the ground that you can see within 60 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength Save and succeeds

 Enchanting Mists

Magical mist billows around a 5 foot radius around you. Any creature in the 15 foot range must succeed on a Spell DC Wisdom saving throw or be charmed by you for 1 minute

Brief Insight (requires lvl. 6)

You see glimpses of the near future, allowing you to give a willing creature you can see advantage on their next attack roll, ability check, or saving throw.

Freezing Fog (requires lvl. 6)

Freezing fog fills a 20-foot-radius sphere centered on a point you can see within 60 feet of you. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 3d6 cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts for 1 minute.

Acidic Mildew (requires lvl. 6)

A green slime appears on a spot on the ceiling within 60 feet of you. The slime disintegrates after 1 hour.

Soothing Breeze (requires lvl. 6)

You coax a pleasantly-scented breeze to caress a creature within 60 feet of you, for 1 minute the wind blows around the creature, giving it advantage against being charmed or frightened

Mudslide (requires lvl. 8)

You choose a 15-foot square area on the ground that it can see within 60 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. After 3 rounds, the Mud hardens, and the Strength Save DC increases to 20

Avalanche (requires lvl. 8)

You create an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears after using another Invocation.

Enraging Pheromones (requires lvl. 8)

You coax plants and creatures around you to release pheromones into the air for up to 60 feet. Any beasts within 60 feet of you become enraged for one turn, gaining advantage on their next melee attack roll, causing attack rolls to have advantage against them

Reflective Surfaces (requires lvl. 8)

Smooth surfaces within 120 ft. of you become as reflective as a polished mirror. Until a different Invocation is used, creatures within the area have disadvantage on stealth checks made to hide.

Eruption (requires lvl. 12)

Magma erupts from a point on the ground you can see within 60 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.

Downpour (requires lvl.12)

The sky darkens as dark clouds blot out the sun, and a torrential downpour begins. Lasting for 1 minute, all within 500 feet of you must succeed a DC 15 Perception Check, or have disadvantage on ranged weapon attacks

Brilliant Light (requires lvl. 12)

You amplify the ambient light in the area, making it uncomfortably bright. For 1 minute, or until another Invocation is cast, all Concentration-based saving throws have disadvantage

Anguishing Cry (requires lvl. 14)

You let out a cacophony of wails, and a wave of anguish. Each creature within 60 feet of you must succeed on a DC 23 Wisdom saving throw or take 6d10 psychic damage.

Lightning Storm (requires lvl. 14)

You bend the skies to your will, conjuring a powerful lightning storm. At the beginning of every round for 1 minute, roll 1d6 to determine a target of a Chain Lightning spell.

1. An ally of the GM'S choosing is struck

2-6. An Enemy of the GM's choosing is struck

Crack the Earth (requires lvl. 14)

You crack the earth beneath you, causing massive tremors and fissures in the ground. A Fissure open up into a 120 feet area around you at the start of your next turn after you cast the invocation. The Fissure is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the invocation's area a point of your choosing within the 120 feet area. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw of 20 or fall in. A creature that successfully saves moves with the fissure's edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse

Ritual Proficiency

At 6th level, due to your consistent training and practice in the Ritual Arts, you've mastered the fluid movements and setup of most rituals. The Casting time of your Ritual Spells is now halved.

Empowered Rituals

Starting at 10th Level, your ability to bend the natural magic of the world through rituals has improved greatly, becoming capable of infusing more power into your rituals. Ritual Spells with a limited Duration are Doubled

Ritual Master

at 14th Level, you've achieved a mastery in the intricacies of Ritual Casting. You can now take rituals from any class' spell list.

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