Base Class: Wizard
For most individuals walking the physical planes, the world is made up of materials. Houses are built from stone and wood, swords from iron, and in all ways these are the most they require to know. For an Asomancer, these descriptions cast a shadow on the true forces at work within the world. Asomancer's see the world for the nuance and vibrancy it contains; for nothing is more important to them than the connecting forces that hold the very universe together.
Most individuals who seek the path of Asomancy began on the roads of Transmutation magic. They learned that matter could be changed and the world itself reshaped as they saw fit. However, at some point each Asomancer encountered a process within the world that changed their concern from reshaping to composition. Whether it was watching erosion itself on a mountain, the sudden boiling of water to steam, or some other natural event; these situations shaped the Asomancer to their core and compelled them to understand the very nature of how the world worked.
To the outside observer, it would appear an Asomancer works with dust or other small components when they cast their spells. However, to an Asomancer, they understand that what was once big can be turned small over time. Even the most mighty of fortresses crumble to dust eventually. However, even more important to an Asomancer is what happens after something becomes dust, what continues to hold even the smallest pieces of earth and water together or decide they are broken apart. These questions and many more of the world weigh heavy on their heads and drive their work to greater heights.
Destablize Form
Starting at 2nd level when you select this discipline, you can exert a your will over one small nonmagical object. By focusing on the object and contemplating its formation for 1 minute, you can convert a solid object of up to 1 cubic foot of material into a fine powder of that material. If this material was rock or wood, it becomes as fine as saw dust. If the material was metallic in base, it becomes iron shavings. If the material was water based, it becomes steam and evaporates into the air.
Dust Cloud
Beginning at 2nd level, you have learned to harness particles in your area for minor purposes. As an action, you can pull ambient particles in the air and disperse them in a 10 foot cone in a direction of your choosing. These particle can have no more than a combined weight of 1 pound and dissipate at the end of a round.
Particle Displacement
Starting at 6th level, you have learned that matter itself is made of even smaller bonds that hold it together. Through this knowledge, you have learned that these bonds too can be weakened. Whenever you deal damage as part of a wizard spell, you call on some of that spells magic to push against these bonds potentially breaking them. You can deal an additional 1d8 force damage, in addition to the damage this spell deals.
You can use this feature a number of times equal to your intelligence modifier. However, you can only use this feature once per spell you cast. You regain all uses of this ability when you finish a long rest.
Particle Relocation
Beginning at 10th level, you have learned not only how to break bonds but also how they connect in the first place. Through dedicated self-reflection, you have learned how to transplant your own bonds across a large distance in an instant, disappearing and re-appearing as a blur of blue-green energy. As a reaction, you can immediately move 60 feet without provoking an attack of opportunity.
You can use this feature a number of times equal to your intelligence modifier (minimum 1). If you use your maximum amount of Quantum Relocations, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
Particle Mastery
You have learned the mastery of the bonds that hold the very universe itself together and how to manipulate them for your needs. Through this mastery, you have learned that matter can be deconstructed or reconstituted back to its original form; even across distances. Starting at 14th level, you can use an action to draw on this knowledge into one powerful change of bonds. When you do so, choose one of the following effects:
Object Deconstruction. You turn one nonmagical object - no larger than 10-foot cube - into its most basic components. If the object is wood or earth based, it becomes a fine saw dust material. If the object is metallic, it becomes fine metal shavings. If the object is water based, it evaporates into the air. Finally, if the object was originally organic (cannot be currently living), its liquid components evaporate while is solid components become dust.
Object Reconstitution. You turn one object of powder -no larger than 10 foot cube - into its former state. If the object is earth dust in nature, it returns to the former wood or stone it was before. If the object is metal shavings, it returns to a solid metallic object. If the object is evaporated air, you turn it into a 10-foot cube of water. This effect cannot be used on organic matter.
Object Relocation. You move an object a number of miles equal to your Wizard Level (minimum 1) from your current location to a new location within range. The object cannot be secured to the ground in any way. If the object is a creature, it can make a Constitution save against your spell save DC to not move (if it is willing it can choose to succeed). The object can be moved through solid material such as stone walls or wooden panels, but cannot be moved through iron or denser materials, such as an iron box.
Object Expulsion. You force the particles in an object to violently expel outwards in a 30 foot radius. All creatures (including you), must make a Dexterity saving throw against your spell save DC. On a failed save every creature within 30 feet takes 4d10 force damage or half as much on a successful save.
Once this power is used, it cannot be used against until you finish a long rest. If you use the Object Relocation ability, you incur one level of exhaustion.







Comments