Base Class: Wizard
Magic is nothing more than a game, a set of rules and challenges structured to grant rewards to proficient practitioners. Like any game there are players so adept they seem to transcend the rules entirely, existing in apparent symbiosis with the structure of the game. Certain Wizards approach spellcasting in an alternative sense, deepening their connection to magic and allowing them access to legendary arcane feats. Fables exist of arcane users reflecting spells between targets, able to persist in their casting despite extreme interruptions, and even plying their craft soundlessly upon a visible, tangible weave of magic.
Ever since I was a young boy
I've played the silver ball
From Soho down to Brighton
I must have played them all
But I ain't seen nothing like him
In any amusement hall
That deaf, dumb and blind kid
Sure plays a mean pinball!
- From the archives of The Who
The Silver Ball
2nd-level Pinball feature
Your aptitude with magic allows you to utilize a spell’s energy of impact to cause it to rebound against other targets. Once on your turn when you make a ranged spell attack against a creature within 60 feet you can choose to roll a Rebound check against your own spell save DC. Rebound checks are calculated as an intelligence check in which you are proficient. On a failure the spell takes place as normal and you do not expend a use of this feature, on a success the spell affects the initial creature and rebounds to affect an additional nearby creature whereupon you may make a separate spell attack against that target.
Rebounding spell attacks must target a new creature up to your proficiency bonus * 5 feet away from the previously struck creature. You can continue to roll intelligence checks and rebound your spells against creatures within range a number of times on your turn equal to your proficiency bonus. Spells that rebound in this way cannot target the same creature twice.
You can use this feature twice between long rests, and gain an additional use of this feature at 6th, 10th, and 14th level.
No Distractions
6th-level Pinball feature
You are single-minded in your approach to magic, while channeling a spell it is near impossible to break you from your concentration. When you fail a concentration check, you can expend a use of this feature and use your reaction to continue concentrating on the spell until the start of your next turn. On your turn, after using your reaction in this way, you can use your action to reestablish concentration on the spell. You cannot use this feature more than once on the same spell.
You can use this feature a number of times equal to your intelligence modifier, regaining all expended uses on a long rest.
Always Gets the Replay
10th-level Pinball feature
Luck is just as much of a skill as any other, and no one’s better at luck than you. Once on your turn when a creature you can see succeeds their save against a wizard spell you cast, or when a you fail a Rebound check, you can use your reaction to reroll the saving throw or Rebound check. You must use the new result.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Plays by Intuition
14th-level Pinball feature
Your aptitude for magic operates on a subconscious level. You can use an action on your turn to abandon your innate senses, entering into a trance and attuning yourself to the magical energies that surround you for 1 minute. For the duration, you are blind, deafened, and silenced, gain truesight out to a distance of 60 feet, and ignore the verbal components of spells. While entranced in this way, you can target objects or solid surfaces when you cause a spell to Rebound. You automatically succeed Rebound checks when targeting small or larger objects and surfaces in this way, and the spell deals no damage or affects on impact.
Once you use this feature you cannot use it again until you finish a long rest.
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Posted Jul 2, 2021I think in general, perhaps make them all refresh after a short rest? And don't tie them to the intelligence modifier, since that will only encourage min-maxing.
I would suggest giving this subclass a pool of special points that they regain after short rests, which they must use up in order to make use of the subclass-features. Then you have to manage your points, encouraging smart tactical usage of your features. And this is also easier to balance, since you can vary the point cost for different features.
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Posted Jun 30, 2021Hi! Thank you so much. I was thinking that myself, at least for the 2nd and 14th level features. Do the 6th and 10th level features seem like they need additional uses?
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Posted Jun 27, 2021Ok i don't know how I found this, but this is amazing. A little under powered tho. Maybe increase the amount of uses for the features a little more per long rest?