Base Class: Wizard
Kinamancy is the magic of potential and change. It manipulates the natural laws of the world and universe around the casters in a different way than most. Arcane magic is derived from the innate magic in the leylines of the world and divine magic is power derived from the gods. Kinamancy is derived from the natural energy and potential inherent in all things. Kinamancers dedicate their studies to learning about the natural world and the laws that bind it together. Studies of theory, science, motion, and math make up the curriculum of aspiring kinamancers. While kinamancy might be on the newer end of magic schooling, the potential in the magic and the students that study it is unrivaled.
Relative Adjustment
2nd-level School of Kinamancy feature
Starting when you choose this subclass at 2nd level, you learn to adjust the relative circumstances around yourself and others. Whenever you or a creature within 30 ft of you would roll a saving throw you may impose advantage or disadvantage on it. You can use this feature a number of times equal to your Proficiency bonus. You regain all expended uses when you finish a long rest.
Acceleration Override
6th-level School of Kinamancy feature
Starting at 6th level, you learn to manipulate motion and the laws that bind it. Whenever a creature within 60 ft of you moves you can use a reaction to stop that creature at any point. A creature that moved 10 ft or more must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 1d4 force damage for every 5 ft travelled, and the creature's speed becomes 0 for the rest of the turn. On a successful save, a creature takes half as much damage and its speed is halved until the end of the turn. You can use this feature twice. You regain all expended uses when you finish a long rest.
Potential Overflow
10th-level School of Kinamancy feature
Starting at 10th level, you begin to overflow with potential energy. Whenever you cast a spell of 1st level or higher, the next spell you cast of an equal or lower level is empowered. You have advantage on spell attacks made with empowered spells, and enemies make saving throws against empowered spells with disadvantage. You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a long rest.
Energy Convergence
14th-level School of Kinamancy feature
Starting at 14th level, The energy of the world around you begins to converge and boost your ability. Whenever you cast a spell empowered by your Potential Overflow feature, you may roll a d10; the number rolled determines an additional effect, as shown on the Energy Convergence Effects table.
| d10 | Convergence Effect |
|---|---|
| 1-2 | Magnify Gravity. A number of creatures you choose within 30 ft of you must succeed on a Constitution saving throw or be knocked prone |
| 3-4 | Kinetic Break. A creature you choose within 30 ft of you, that moved at least 5 ft this round, must succeed on a Dexterity saving throw, taking 3d8 force damage on a failed save, or half as much damage on a successful one. |
| 5-6 | Inevitable Change. You gain temporary hit points equal to the level of your expended spell slots (minimum of one). |
| 7-8 | Glimpse Possibility. You gain advantage on the next saving throw you would make in the next 24 hours. |
| 9-10 | Unlimited Potential. The next spell you cast is empowered by you Potential Overflow feature as if you had cast a 9th level spell. |
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