Wizard
Base Class: Wizard

use quantum powers to enter a superposition  and entangle your foes 

superposition

Beginning when you select this school at 2nd level, you can spend a bonus action or action on your turn to enter or exit a superposition choose a point within 30 ft you considered both there and where you are for all purposes all movement can be used to move either you can cast spells from either etc all conditions and damage you take in one place you also take elsewhere this lasts until you use a bonus action or action  your two forms can not get farther than 60 ft away from the other one when you exit the superposition  you can choose either one two be on 

quantum quirks

Beginning at 2nd level,when you enter a superposition you can choose 1 of the following quirks to affect both yous 

gain plus 15 ft speed to all your speeds 

all creatures within 10 ft of you have minus 1 ac 

your force attacks deal 1 more dice of damage but are die size lower 

your spell saving throw difficulty  class increase by 2 

healing superposition

Starting at 6th level,while in a superposition you can spend any number of spells slots to heal yourself up 3 times the combined levels of the spell slots spent the spell slots are not considred spent until after you exit the superposition after which you can not spend them but take damage equal to amount you healed with this feature or just spend the spell slots 

entangle turn

Beginning at 10th level, you can entangle you and your foes turn as an action choose an target in 30 ft your initiative goes up by half your target initiative and then then there initiative goes down by half of yours or you can go the other way around decrease you and increase enemy either way the decreased one gets two turns in a row on their next turn you regain this feature on a long or short rest 

quantum Destabilisation

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

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