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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