Wizard
Base Class: Wizard

Rather than studying a particular type of magic and becoming a master of that field, you have instead chosen to hone your craft at altering the spells you cast. You have studied the art of manipulating your spells to work in better in your favour.

Minor Manipulation

Beginning when you select this school at 2nd level, whenever you cast a spell that hits multiple targets (such as fireball) as a bonus action, you can instead choose to focus the attack on a singular creature. Alternatively you can choose to make a spell that only affects a singular creature instead hit a number of creatures equal to half your intelligence modifier (rounded up, minimum of 1) a number of times equal to your proficiency bonus. you regain all uses of this ability after a long rest.

Saving Grace

Beginning at 2nd level, when you cast a spell that requires a saving throw, you can expend a use of your Minor Manipulation to change the type of saving throw the creature must make. this does not cost any sort of action, bonus action, or reaction.

Heightened Concentration

Starting at 6th level, you master the act of altering your spells to reduce mental strain. You are now able to maintain concentration on multiple spells at once, however you have disadvantage on constitution saving throws to maintain the effect of the second spell cast.

Molded Spells

Beginning at 10th level, you can choose to alter the way your spells target an enemy. If you roll below a 10 on a spell attack, you can give yourself advantage on the attack. Alternatively if you cast a spell on a creature that requires a saving throw, before seeing whether or not it succeeds you can impose disadvantage on the roll. you can only do this once, but you regain the ability to do so after a short or long rest.

Ultra-potent Spellcasting

Starting at 14th level, whenever a spell you cast fails, you can choose to cause it to succeed at the cost of giving yourself 1 level of exhaustion for the next 4 rounds ending at the start of your turn.

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