Base Class: Wizard
"Class, I would like you all to be very aware of the existance of techniques that can cause great destruction. Know that tomes and scrolls exist on such forbidden knowledge. Also know that to seek them out would be to seek self-destruction."
- Professor Dolov Lerden
Professor Lerden's students, however, viewed his warning as a challenge.
Self Preservation
Starting at 2nd level, if a spell you cast requires you to make a saving throw, you may roll it with advantage. On a successful save made against your own spell, you take no damage and, on a failed save, you take half as much.
Arcane Fallout
At 2nd level, you've learned how to break the weave to create a devastating effect. Whenever you cast a spell of first level or higher, you may choose to create a 15 ft. sphere of toxic magic at a point you can see within 60 ft. of you. The sphere is considered difficult terrain and creatures cannot see into or out of the sphere. When a creature would start their turn or enter the sphere for the first time on their turn, they must succeed on a Constitution saving throw against your spell save DC. On a failure, they take 1d6 poison damage for each level of the spell you cast and become poisoned until the end of their next turn. You may have a number of spheres active equal to your Intelligence modifier. They last for one minute or until dispelled as an action.
You may use this feature a number of times equal to your proficiency bonus before finishing a long rest.
Reckless Casting
Starting at 6th level, you may greatly empower your spells at the expense of your fortitude. Whenever you cast a spell of 1st level or higher that deals damage, you may add your Wizard level to the damage total. Each time you use this feature beyond the first before finishing a long rest, you take 1d10 necrotic damage and subtract the damage dealt from your maximum hit points until you finish a long rest.
In addition, the damage you deal with spells to structures and objects is doubled.
Consume Essence
At 10th level, you've learned to siphon essence from your enemies. Whenever a creature within 60 ft. of you that you can see is reduced to 0 hit points, you may use your reaction to gain a number of temporary hit points equal to your Wizard level. Whenever you use your reaction this way, the body of the target is reduced to ashes.
Annihilate
At 14th level, you've learned how to completely destroy anyone who stands in your way. As an action, you may detonate any number of the spheres created with Arcane Fallout within 60 ft. of you. Creatures within 15 ft. of a sphere must succeed on a Constitution saving throw against your spell save DC. On a failure, a creature takes 4d6 poison damage and is poisoned. On a successful save, they take half as much damage and are not poisoned. Creatures within the sphere when detonated automatically fail and suffer an additional 4d6 poison damage. Creatures that are reduced to 0 hit points from this feature are reduced to ashes.
You may only use this feature once before finishing a long rest. You may use it again if you expend a spell slot of 5th level or higher to do so.
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