Base Class: Wizard
You are learning to manipulate and change the energies within living bodies. You learn to take energy from those with too much and give to those with too little. Usually taking from your foes and giving to yourself.
Energy Siphon
Starting at level 2 when you reduce a creature to 0 hit points you can choose to end one of the following effects on you- diseased, poisoned, blinded, deafened.
This effect gains additional benefits when you gain levels in this class
At 5 level you can choose to gain temporary hit points equal to the number of hit dice of the creature you reduced to 0 hit points
At 10 level you can choose to to end one frightened or charmed condition effecting you
At 15 level you can choose to end one level of exhaustion on yourself
Superfluous Energies
You are able to take some of the extra energy of spells you cast to enhance your own movement. Starting at level 2 whenever you cast a spell of first level or higher, you gain a bonus to your movement speed equal to the spells level x5 until the end of your turn.
Expeditious Recovery
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. You may remove one level of exhaustion from yourself on a short rest. You may only benefit from this effect once per long rest.
Crippling Magics
When a creature fails a saving throw on a spell of 1st level or higher cast by you, you can choose to force it to make an additional constitution saving throw against your wizard spell save dc. On a failure the creature immediately suffers points of exhaustion equal to the ½ of the spells level (rounded down minimum 1). On a success, the creature is suffers no levels of exhaustion. You may use this feature only once per short rest.
Speedchanger
you add the haste and slow spells to your spell book if they are not there already, and always have them prepared. You can cast each of them once without expending a spell slot but you must finish a long rest before you can cast them again this way. Though you may still cast them using a spell slot as normal.
Exhaustive Enhancement
Starting at 14th level,
whenever you cast a spell, you can choose to take a point of exhaustion to further empower your spells. While you have a certain number of levels of exhaustion you gain the following benefits. You still suffer the normal drawbacks of each level of exhaustion.
1 level of exhaustion- your spells double in both distance and size. For example if a spell has a range of 60 feet, and deals damage in a radius of 20 feet. The distance increases to 120 feet, and the radius increases to 40 feet.
2 levels of exhaustion- your spells deal additional damage equal to your wizard level
3 levels of exhaustion- enemies now have disadvantage on saving throws against spells cast by you
4 levels of exhaustion-as a bonus action you can regain a spell slot equal to ½ your wizard level. You cannot use this feature again until you return to 0 levels of exhaustion.
5 levels of exhaustion- you gain resistance to all damage
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