Base Class: Wizard
Synergists are incredibly rare in the world of adventuring, as there are hardly any individuals out there who are willing to give up their own splendor to give someone else the leading edge in combat. Many Synergists maintain some kind of position within a hometown or city as public officials and volunteer workers for the community when not out braving the wilderness alongside a trusted group of companions. Those who have ventured alongside a Synergist speak nothing but divine praises about their powers and abilities, and in the rare occasion that a Synergist decides to go out on a journey, many parties beg and banter for the chance at claiming them in their team.
The role in which a Synergist really and truly shines is in blessing, enchanting, and otherwise magically improving the party through a long list of powerful spells and abilities. Synergists study magic from multiple different books and tomes; some stem from divine intervention, similar to the blessings of a Cleric; others are skilly crafted invocations and charms reminiscent of the positive spells of the Wizard; and some still produce powerful magic similar to that of a Bard's song. This wide range of different spells and incantations does come with a price, however. As Synergists devote their entire lives towards improving every aspect of their party and providing indirect punishment towards the enemy, they sacrifice the ability to call upon more direct ways of inflicting harm or good through magical means. As such, Synergists also spend some time training to be proficient in physical combat; they can spend years before their magical education even begins focusing on the art of the sword.
When you pick this subclass at 2nd level, you are confined to an oath of support and protection. as such, you cannot cast any spells with the intent of doing harm yourself. An example of this would be casting fire bolt; by casting a spell that directly harms, you lose access to all synergist abilities permanently.
However, casting spells that allow for additional aid do not impact this feature (for example, summon spells). As these spells do not directly harm, they instead summon a creature, they are allowed.
If a Simulacrum were to cast a spell that deals direct harm, they would lose their synergist abilities; you also lose your synergist abilities, for as long as the simulacrum exists.
Synergist Pool
Starting at 2nd level, you gain access to a unique study of Abilities, known as the school of the Synergist. your Synergist Pool is equal to your wizard level + your intelligence modifier, and can be used to activate your Synergist abilities. You start with "Encouraging Ally", and can choose 3 abilities when you unlock this feature. You can choose one additional ability at 6th, 10th, 14th and 18th level. Your Synergist Pool resets after a short/long rest. In addition, you can convert your wizard spell slots into Synergist pool points, but not the other way around.
To convert Synergist Pool points, 1 spell slot gives half of its level in Synergist Pools, rounded up.
Bar Element
As a reaction, when an ally is hit with an elemental attack, you can spend 1 point from your synergist pool to target an ally, giving them resistance to an element of your choice until the start of your next turn. You can target multiple allies with this, spending 1 additional point for each ally.
Boon Element
As a bonus action, You can spend 2 Syngerist points to target an enemy within 30ft. That enemy then takes a Constitution saving throw, using your spell save DC. on a success, nothing happens. On a failed save, that target gains vulnerability to an element of your choosing, until the start of your next turn. If the target has resistance, it instead negates the resistance until your next turn. If the target is immune, this ability has no effect (points are still spent.) You can target additional enemies with this ability, spending 2 points for each extra target, and choosing the element individually.
Boon Imperil
As an action, You can spend 2 Syngerist points to target an enemy within 30ft. That enemy makes a constitution saving throw, using your Spellsave as the DC. On a success, nothing happens. On a fail, that target has disadvantage on one saving throw of your choice, until the start of your next turn. You can target multiple enemies with this ability, spending two points for each target beyond the first.
Empower
As an action, you can spend 1 Synergist point to Empower an ally up to 30ft away; until the start of your next turn, their melee attacks deal an additional 1d6 Force damage. The Damage dice increases to 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 18th level.
You can target additional allies with this ability, spending an additional point for each.
Encouraging Ally
Once Per Turn, you can choose a single ally within 30ft. That ally gains a 1d4 to use for either an attack roll, saving throw, or ability check. If they do not use it by the start of your next turn, it is expended.
The dice increases to a 1d6 at 6th level, and a 1d8 at 10th level.
Enhance Element
As a bonus action, you can spend 2 Syngerist Points to Enhance an ally's elemental damage, who is no more than 30ft away. Until the start of your next turn, whenever that ally deals damage with the element you enhanced, it deals an additional d6 of that element type. The dice size increases to 1d8 at 10th level, 1d10 at 14th, and 1d12 at 18th level. You can target multiple allies with this effect for 2 Synergist points per person, with each one an element of your choosing.
Mediguard
As a bonus action, you can spend 2 Syngerist points and target an ally within 30ft. That target gains a +1 to AC until the start of your next turn, and gains (1d6+INT modifier) temporary hit points. The dice increases to 2d6 at 6th level, 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 18th level. An ally cannot benefit from this effect again until all of its temporary hit points have been expended.
You can target additional allies with this ability, spending two Synergist points for each target beyond the first.
Protection
As a reaction, when an ally is hit with an attack, you can spend 1 Syngerist Point to target an ally up to 30ft away, and give them resistance from non-magical attacks, until the start of your next turn. You can target additional allies with this ability, spending 1 point for each additional target.
Assisting Defence
Starting at 6th level, as long as you have dealt no damage since the start of your previous turn, you gain a +2 to your AC, and all Synergist DC saves increase by 2.
Starting at level 10, your Boon Damage does not effect this ability.
Synergistic Saboteur
Starting at 10th level, your abilities to enhance your allies and weaken your enemies have increased in power. All Synergist pool abilities last for 1 additional round.
Your Boon effects now cause suffering to the enemies. whenever you target an enemy with a synergist ability, you can deal force damage to them equal to half your wizard level, rounded up. this ability can be used a number of times equal to your intelligence modifier, resetting on a long rest.
Masterful Syngerist
Starting at 14th level, your Synergistic abilities grow to their capacity, shrouding you with an enhancement of effects. Once per turn, whenever you target an ally with a Synergist ability, you can choose to also gain that effect, without spending points from your Synergist Pool.
In addition to this, your Synergist abilities allow you to recover in the midst of battle. During Combat, at the beginning of each of your turns, you regain 1 synergist point.
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