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View Full Version : 5e Wizard Tradition: Multiversity, pls PEACH



BerzerkerUnit
2020-12-29, 11:12 PM
Aloha, have a look.


Multiversity
Wizards of this Tradition have been taught or otherwise deduced the existence of a multiverse. Not only are they aware of the Planes inner and outer, but also of infinite adjacent realities in which the most minute changes eventually branch out into wildly different worlds. Not unlike the Echo Knights beholden to the Krynn, Multiversity Wizards learn to breach the causal barriers between these worlds. However, where the Echo Knights call shadows from failed realities to aid them, you abandon undesirable worlds, hurling yourself toward an existence in which things have played out more favorably, displacing your counterpart and seizing the threads of their destiny as your own.

Flux Capacity
Also at 2nd level, when you cast a spell of first level or higher you can use a Bonus action or Action to collect the residual energy of a time line that might have existed if you had not cast it. This highly unstable substance is called Flux Capacity. You collect a number of points equal to the level of the spell and can hold a number of points equal to your Proficiency bonus. All collected Flux Capacity disperses when you complete a short or long rest.

You can spend a point of Flux Capacity for the following effects:
- When you deal damage with a spell, you may reroll a number of damage dice equal to your Intelligence modifier (minimum 1). You must use the new result.
- Double your movement speed until the end of your turn
- Perform the Object Interaction, Dash, Dodge, or Disengage Actions as a Bonus Action.

Paradox Evasion
Beginning at 6th level, when you are attacked, targeted by a spell, or other damaging effect you can spend 3 points of Flux Capacity as a reaction. Doing so causes you to disappear. You reappear up to 60 feet away in a space you can see, however you appear in an alternate timeline otherwise identical to the one you left. Your presence creates a paradox and the you of this timeline is shunted back to yours to suffer whatever fate you sought to avoid. You must use this feature before the attack is rolled. You can use this feature a number of times equal to your Proficiency bonus.

Home to Roost
At 10th level and beyond, the numerous versions of yourself you have sent to dying timelines will attempt to make their return. When you use Paradox Evasion your time displaced duplicates may attempt to invert the polarity of the evasion propelling them into your future. You disappear as normal but do not reappear until the beginning of your next turn. At your option you may change one of your skill proficiencies or alignment to represent the differing history of this alternate version of yourself. You can use this feature a number of times equal to your Proficiency bonus.

Paradox Boyscout
At 14th level the flow of time becomes less absolute with regard for your spells. By expending Flux Capacity you can create a shearing curvature of adjacent timelines causing the effects of an alternate self's future spell to be felt in your present. At the beginning of your turn you can have one spell you have prepared with a casting time of one action or one bonus action take effect by spending Flux Capacity equal to the level of the spell. You can then take your turn normally. You can use this feature once and regain its use after completing a long rest.