School of Hylemancy

Thought to be a long forgotten art, the school of hylemancy was a particular style of wizardry practiced by members of ancient civilizations. Its uses ranged from protecting kings as a court mage all the way to serving in battle during great wars. Created long ago, this form of study and implementation predates the modern schools of magic and thus is more of a hybrid blend of a few of them. It draws on elements of transmutation, evocation and abjuration in order to bend the cosmos to serve a purpose and then replace the way things we’re.

Hylemancers are mages of great capabilities, and it is not often they meet a challenge that is beyond their skill set. Despite this, you would be hard pressed to find a Hylemancer boasting about these abilities as they are known to be quite humble and wise. A trait inherited from their ancient counterparts.

Hylemancy is indeed powerful, however as it was formed before current understanding of Wizard schools it often requires much physical and mental effort to control. This means that sometimes if a Hylemancer pushes too hard they may be prone to exhaustion.

===   Master of Matter: === Starting at 2nd level whenever you attempt to stand up from prone it costs only 5 feet of movement as you manipulate your body’s weight and mass to make yourself light as a feather. Additionally when a creature within 30ft of you that you can see attempts to stand up from prone you may use your reaction to allow them to use only 5 feet of movement instead of half.

 

Amplification:
You gain access to Amplification points equal to your wizard level. You can use them to amplify specific spells to make them more powerful. When you cast one of the spells in the amplification list you can choose to amplify it to create the amplified effects. Once you run out of Amplification points you gain a point of exhaustion.

You regain all of your expended Amplification points back on a long rest.

Additionally once you reach 10th level in this class you regain 2 Amplification points on a short rest.

State Sift:
Starting at 6th level, your understanding of the primary states has reached a new level. As an action you can perform one of the following:

====  Solid to Liquid: ==== For a brief moment you transform the ground in the space into a liquid. You may choose a 10ft cube that you can see within 60ft. Each grounded creature that is medium or smaller within the space must make a dexterity saving throw. On a successful save they move to an unoccupied space on the edge of the cube. Creatures who fail the save become submerged as the ground begins to harden. Alternatively you may target one Large creature. Trapped creatures are suffocating, restrained and may make a strength athletics check against your spell save DC to break free as an action.

 Liquid to Gas:

You may choose up to 10 square feet of water that you can see within 60ft. The surface of said water begins to boil and produce steam in a 10ft radius. The steam fully obscures vision and any creature who enters the space for the first time on their turn or starts their turn in the steam takes 2d4 fire damage and counts as blind while they are in the steam. This effect lasts for 1 minute or until you end it early as a bonus action.

 Gas to Solid:

Focusing on the air around a creature you, cause it to begin slowing their movements as it offers heavy resistance. Choose a 10ft square you can see within 60ft of you. The area counts as difficult terrain for up to 1 minute, or until you end the effect as a bonus action. This has no effect on creatures huge or larger.

===  Relativity: === At 10th level you gain the ability to halt individual grains in the sands of time. As an action you can cause one creature within 90ft of you to become stuck in time. The creature is unable to move, take actions, reactions or perceive its surroundings. Said creature also cannot be targeted by any attack, spell, healing or interacted with in any way. The creature remains like this until the start of your next turn at which point it’s relative time synchronises with those around it and it acts as normal again. One you use this feature you cannot do so again until you finish a long rest.

Existential Dismantlement:
Manipulating space, time, states of being and physics is extremely difficult when applied directly to a living creature. However those who can pull it off are among the elite few.

At level 14 you can use an action to reach into a creature's being, separating flesh, bone, and muscle into alternating states. You rip at their life thread and attempt to shatter their hourglass. The creature must make a Charisma saving throw taking 10d10 Force damage one a failed save or half as much on a success. The creature disappears until the end of your next turn, at which point it reappears in the same space it previously occupied or the nearest unoccupied space. Once you use this feature, you cannot use it again until you finish a long rest. Spending 5 manipulation points allows you to do so again without resting.

You may also take the earthquake spell once you reach 15th level. It counts towards your spells known and is considered a wizard spell to you.

 

Amplifications:
Absorb Elements:

You catch the attack in a vortex of wind gravity and pressure. Instead of resistance you gain immunity to the triggering damage type. You may also instantly fire the damage back at a creature of your choice within 60ft of you. To do this you must expend a separate spell slot and an additional Amplification point. The damage dealt is force damage and is equal to 10% of the creatures damage per spell slot you spend. (E.g. 5th level spell slot equals 50% of the creatures attack damage.) (1 or 2 point(s))

 Catapult:

You are able to hurl objects much further by releasing gravity’s hold on them for a moment. The damage dice increase to d10s and the weight requirements for the object of the object doubles. Alternatively you can choose not to up the damage and instead hit a second creature in the 90ft line before the projectile stops. (1 point)

 Dust Devil:

You spin the air more violently, and learn to release your control over the vortex ever so slightly. The dust devil occupies a 10ft cube and creatures that end their turn within 10ft are pushed 15ft back. If the dust devil is moved over sand, dust, loose dirt or small gravel it sucks it up and extends to 15ft. (1 point)

 Earth Tremor:

You manipulate the earth beneath you to become like a flowing wave, however it still hits with the force of stone. The area extends to 20ft the damage increases to 2d6 and you can clear the difficult terrain with a bonus action. (1 point)

 Earth Bind:

You increase a creature's weight, causing it to plummet hard, if the falling creature hits the ground it takes half of the falling damage as if it fell normally. You can amplify this twice, causing gravity to pull the creature down even harder. If the falling creature hits the ground it takes full falling damage. (1 or 2 point(s))

 Enlarge/Reduce:

Manipulating mass is second nature to you. When enlarging or a creature or object you can double the effects. Causing a creature to become huge or tiny respectively. The bonus or negative damage die is 1d8. You can amplify this spell a second time, which causes the duration to become 8hrs and you can as a bonus action, switch between tiny, small, medium, large and huge sizes. (1 or 2 Point(s))

 Expeditious Retreat:

A mixture of halting wind resistance and making yourself lighter cause you to gain 10ft of movement speed for the duration of this spell. (1 point)

 Far Step:

You can take a creature with you provided it is medium or smaller and willing.(1 point)

 Feather Fall:

You bend gravity to your will, making you and those around you temporarily in control of it. Each time you spend an amplification point you can choose a creature affected by the spell. The chosen creature gains 60ft flying speed for 30 seconds after which the spell effects continue as normal. This effect ends early on a creature if it contacts the ground.(1 per creature)

 Flesh to Stone:

You press deep into the fabric of the targeted creature causing it to have disadvantage on the saving throw as you rewrite its genetic makeup.(1 point)

 Fly:

Spending an amplification point per creature affected by this spell causes the creature to become almost completely unbound to gravity. They gain an additional 60ft flying speed. (1 per creature)

 Gaseous Form.

Amplifying this spell allows the chosen creature to have more control over their new form allowing for swifter moment and basic interaction. The creatures speed becomes 30ft and they can hold one object at a time, including a weapon, they can attack a maximum of once on their turn with said weapon with no exceptions for creatures with extra attack. (1 point)

 Gentle Repose:

Gaining insight into manipulation of time, you temporarily freeze a creature in its state of decay. The spells effect duration becomes 20 days. (1 point)

 Gust of Wind:

Pressing harder on the wind blast you make it almost impossible to push through. Creatures have disadvantage on the strength saving throw to resist the spell’s effect. Additionally a creature must also expend 4 feet of movement to walk closer to you. (1 point)

 Haste:

Speeding time up relative to the targeted creature, you also create a slight field around them, projecting a slowing effect on anyone nearby the creature. The target's speed is tripled. They receive a +3 bonus to their AC and their additional action may be used for anything a normal action can do. When the spell ends they are stunned for two full rounds. (2 points)

 Hold Monster/Person:

You create immense pressure while simultaneously halting time all in a small space. The creature(s) has a disadvantage on all saving throws to resist the spell. Casting on multiple creatures requires an additional cost. (2 per monsters or 1 per person)

 Levitate:

You are able to thrust a creature upwards with overwhelming force. The maximum range of the spell increases to 120ft and you can instead move the creature 40ft. (1 point)

 Resilient Sphere:

You harden the air around the target providing similar protection, but more control. You can choose to ignore the movement restriction of the spell, or alternatively you can make it impossible to move while in the sphere. You choose which of these take effect when you first cast the spell, and you can switch the active effect as a bonus action. (2 points)

 Shield:

You can manipulate your body to trap an enemy’s strike. You sacrifice the +5 AC. However the target who hits you automatically misses as a result of the spell, and both of you are considered petrified as you turn them and yourself into stone until the start of your next turn. (2 points)

 Slow:

You halt not only your foes, but you slow the air around them causing movement to become like wading through water. Affected creatures have a -3 AC penalty and disadvantage on saving throws to resist the spell. (1 point)

 Stoneskin:

You add a layer of hardened stone atop the already thickened skin. The target gained 15 temporary hit points and while they are active they also have +2 bonus to AC. When the temporary HP is lost the AC bonus disappears. (1 point)

 Telekinesis:

Your mastery of space allows you to exert your will on multiple hostiles. You use two points to target one additional creature or object and may target one extra creature or object per Amplification point spent after that. (2 or more points)

 Thunder Wave:

Making use of pressure and force you expel a great deal of energy in a violent burst. You roll triple the damage dice for the spell, and the knock back doubles. Creatures also have disadvantage on saving throws against the spell. (3 points)

 Time Stop:

Expending much of your energy, you stop the flow of time while allowing yourself great freedom to manipulate your environment. During the spells effect you can cast spells on creatures as normal without ending the spell early. However the effects of each spell only take effect when Time Stop ends. Additionally the spell instead lasts for 1d4+3 rounds (10 Points)

 Resting:

Altering the way your body rests over time, you hasten the process allowing you to recover more quickly relative to those around you.

When you use your arcane recovery feature during a short rest, you may also regain spell slots equal to the number of Amplification points you spend. The cost of each spell slot is shown in The Recovered Spell Slots table. You can recover spell slots no higher in level that 5th.

1st level slot = 2 points

2nd level slot = 3 points

3rd level slot =	 5 points

4th level slot =	 6 points

5th level slot = 7 points