Wizard
Base Class: Wizard

The knowledge of fission is an incredibly new, unexplored and poorly understood mechanism in the world of arcana. Little is known about its reactions with magic, other than that it is a powerful and dangerous source of energy. As such, only the most innovative or foolhardy of wizards choose to study this path of magic.

Fissile Element

Through the study of this discipline, you are able to cast stronger spells using less energy. When you cast a spell, you can choose to cast it as if using a spell slot of one higher level, up to a limit of casting an 8th-level spell as a 9th-level. You can also cast a 1st-level spell at its lowest level without expending any spell slots.

Once you use this feature, you can’t cast this way again until you finish a short or long rest.

Binding Energy

You’ve learned to harness the power of fission to better replenish your own. You can use your Arcane Recovery up to twice per day.

Chain Reaction

When you cast a spell that affects multiple creatures and requires a saving throw, you can designate one creature that you can see within the spell’s area to roll with disadvantage. If it fails the saving throw, you can choose another creature that you can see within the spell’s area to roll with disadvantage, continuing this chain a number of times equal to your Intelligence modifier. On a successful save, the chain ends.

Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher to use this feature using a different spell.

Stable Decay

Your experiments with applying fission in your magic has uniquely changed your material makeup. When you are brought down to 0 hit points, you immediately unleash a devastating blast centered on yourself. Each creature in a 30-foot radius must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage and 6d6 thunder damage, and is blinded for 1 minute. The creature is disintegrated if this damage leaves it with 0 hit points. At the conclusion of the explosion, you automatically become stable, unless you were killed outright.

On a successful save, a creature takes half as much damage and isn't blinded. A creature that is within 5 feet of you automatically fails its saving throw. A creature blinded in this way can repeat the saving throw at the end of each of its turns, ending its blindness on a success. You are immune to the blast.

You can choose to expend a spell slot of 7th-level or higher to delay the explosion until the end of the current round. If you are damaged during this time, the explosion occurs. In addition, you can't use the Chain Reaction feature with this explosion.

Once you use this feature, you can’t use it again until the end of a long rest.

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