Wizard
Base Class: Wizard

Other wizards may shape magic into rolling fire, illusory images, or arcane shields, but you study it in its most fundamental form. You wield raw arcane power, molded into razor-sharp edges, intricate creations, and impassable walls. As a force mage, you can control the positions of your foes before destroying them with bursts of pure energy.

While some deride your tradition as base and simple, you take this as a complement, as by avoiding the complications of converting magic into other forms you are able to command stronger magic than any other wizard.

Force Specialist

Beginning when you join this tradition at 2nd level, your expertise of force magic grants you various benefits in combat. You are immune to force damage, and can’t be pushed or pulled by magic against your will.

In addition, when you cast a 1st-level spell that deals force damage, creates a defensive barrier of magical force, or conjures a creation of force, it improves in the following ways.

  • The spell’s level is at one spell level higher.
  • If the spell has or provides a change to AC, the AC it has or provides increases by 2.
  • If the spell conjures a creation of force, it creates one additional creation.

Tactical Repositioning

Beginning at 2nd level, you can use force magic to control creatures’ positions on the battlefield. As an action, choose a number of creatures within 30 feet of you up to your Intelligence modifier (minimum of 1). You can affect them in any of the following ways; you can affect different creatures in different ways. A creature can choose to fail this saving throw against an effect if it wishes.

  • The creature must make a Strength saving throw against your spell save DC or be pushed up to 10 feet horizontally in a direction of your choice.
  • The creature must make a Strength saving throw against your spell save DC or be knocked prone.
  • The creature’s speed becomes 0 until the end of its next turn. The creature can use its action to make a Strength check against your spell save DC, ending the effect on a success.

Force Impact

Starting at 6th level, you can strengthen the offensive of your force magic spells. You add the spiritual weapon spell to your spellbook if it is not there already. In addition, when you deal force damage to a target with a spell, you can empower it in one of the following ways:

  • You can roll one of the damage dice one additional time and add it to the damage dealt.
  • You can push the target is 5 feet in a direction of your choice.

Versatile Constructs

Starting at 10th level, you can exert fine control over the manifestations of force you make. When you cast a spell that creates a creation of force, such as unseen servant or Leomund’s tiny hut, you can alter it in one of the following ways:

  • You can change the size of the creation, making it up to two times as large or small.
  • You can change the permeability of the creation, allowing objects, creatures, spell effects, or any combination thereof to pass though it (and it through them). Once on each of your turns while the spell is in effect, you can change the permeability again to any of the other options, or remove it (no action required). You can similarly changes the opacity of the creation, making it invisible, translucent, or opaque.
  • You can increase the strength, speed, and resilience of your constructs. You can increase its Strength score by 4 and carrying capacity by 60, you can increase its AC or the AC it provides by 2, or you can double its speed. Once on each of your turns while the spell is in effect, you can change the option chosen to another option granted by this feature (no action required).

Blade and Barrier

Beginning at 14th level, you are a master of using force magic for both offense and defense. you add the blade of disaster and wall of force spells to your spellbook if they are not there already. You can also cast one of these spells once without using a spell slot, and you regain the ability to do so when you finish a long rest. The spell can’t benefit from your Force Impact or Versatile Constructs features when cast in this way.

Whenever you cast either of these spells, you can modify them so that they don’t require concentration. If you do so, the spell’s duration becomes 2 rounds for that casting, ending at the end of your turn.

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