Wizard Subclass: School of Refraction

The way the light hits a crystal was the inspiration, the bouncing light transforming and bending its colours and shape. The arcane weave moves similarly when used by a practitioner, with components, foci, movement, and words all playing a part; and refractors have worked to master this technique.
 
Specifically, the interaction of precious gems within their spellcasting, often using one as a focus, and working on it until their magic hits it exactly right. Some are known to cut and recut the same stone over the course of their entire arcane practice, others are drawn to newer gems as easily as a magpie. 
 
Quirks
1.  Your eyes flash through every colour imaginable when you cast your spell, before landing on one that matches the spells colour.
2. You have had the gem you use to cast since you started this school of magic, you swear you couldn't cast without it.
3. Your spellbook has gem shards sewn into the cover.
4. You wear more gems than anyone could believe, yet you're always picking up new ones.
5. You find yourself messing with hand mirrors, magnifying glasses, anything you can redirect light with, while you're bored.
6. Your favourite weather is when the rain and sun cast rainbows. You love to mimic it with your spells.
 
Spell Bender. When you cast a ranged spell attack you can manipulate your magic to ignore half cover and three-quarters cover.
In addition, when casting a spell that covers an area of effect you can instead cast it as a single target ranged spell attack, dealing the same damage.
 
Cost Casting. At 2nd level when you cast a spell that uses a component that costs a monetary value, you need only a component of half the value.
You also gain proficiency in jewellers tools.
 
Rebounding Recovery.  Beginning at 6th level when you miss with a ranged spell attack roll you may redirect it towards another target. When you do this, you roll another attack roll against the new target.
You can use this feature a number of times equal to your proficiency bonus per long rest.
 
Fractal Casting. Starting at 10th level when you cast an area of effect spell that deals damage you may split the area of effect in half, rounding down to the nearest 5ft, and target two separate locations within the range. Dealing only half the damage to each area.
 
Dispersion. When you reach 14th level and cast a spell that deals damage you may transfer that damage type to either acid, cold, fire, force, lightning, radiant or thunder.

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