Dunamancy

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Dunamancy is a form of magic orignating from the Dungeons & Dragons 5th Edition setting of Exandria that focuses on shaping and exploiting a primal energy of potentiality and actuality that helps shape the multiverse and might be what holds its disparate elements together. This energy, known as Dunamis, manifests as a translucent gray energy that shimmers and shifts like an ethereal mist when gathered, darkening as it vibrates and condenses to the moment of action or invocation, manipulating fundamental aspects of reality. Dunamancers can tap into and control dunamis to subtly bend the flow of time and space by controlling the forces of localized gravity, peering into possible timelines to shunt fate in their favor, and scattering the potential energy of their enemies to rob them of their potency.

In other words? It's basically Time & Space Magic from Final Fantasy.

In-game, dunamancy consists of a handful of spells, and the foundation of three subclasses; the Echo Knight Fighter, and the Chronurgy and Graviturgy traditions for the Wizard.

Echo Knight[edit]

Echo Knights are a strange gish tradition that forgoes the normal study of magic to instead use dunamancy as a martial focus. According to the philosophy of the world, every potential action and choice a person takes can potentially lead to an incalculable number of alternative timelines that fall into focus once a choice is made. This canon timeline in which a certain choice is made becomes the leading string, while the other potential timelines eventually fade into nothingness. Echo Knights realize this phenomenon, and can summon copies of themselves by manipulating the dunamis of these potential timelines. In essence, an Echo Knight is able to pull out friendly shades from unrealized timelines to aid them in battle.

Manifest Echo (3rd Level): The Echo Knight can summon an Echo at an unoccupied spot within 15 feet as a bonus action. It lasts until it is destroyed, is dismissed as a bonus action, is forced to move more than 30 feet beyond the Echo Knight, or the Echo Knight is incapacitated. It has AC (14 + Echo Knight's Proficiency Bonus), 1 Hit Point, the Echo Knight's Saving Throw Bonus, and Immunity to all Conditions. It can move up to 30 feet on each of the echo knight's turns as a free action, and whilst summoned, it grants the following options. An Echo Knight can only have one Echo manifested at any given time.

  • So long as the Echo and the Echo Knight are within 15 feet, the Echo Knight can trade places with its Echo as a bonus action. This functions as a specialized teleport.
  • The Echo Knight can make attacks as if they were standing in the same space as their Echo.
  • The Echo Knight can make opportunity attacks against creatures within 5 feet of their Echo.

Unleash Incarnation (3rd Level): Each time the Echo Knight attacks, they can make a second attack from the Echo's position. They can use this feature Constitution modifier (minimum 1) times per day.

Echo Avatar (7th Level): As an action, the Echo Knight can possess their echo, allowing it to move up to 1,000 feet away and letting them see & hear as if they were occupying its space, but they are considered blind and deaf in their own body. They can maintain this possession for 10 minutes at a time, and can end it without needing to expend an action.

Shadow Martyr (10th Level): Once per short rest, the Echo Knight can use their Reaction when an another creature is attacked to make their echo teleport to within 5 feet of the targeted creature and have the attack rolled against the echo instead.

Reclaim Potential (15th Level): When an Echo is destroyed, the Echo Knight gains 2d6 + Consitution modifier Temporary HP, providing they don't already have temporary HP. They can use this feature Constitution modifier (minimum 1) times per day.

Legion of One (18th Level): The Echo Knight can now summon 2 Echoes at once, and Unleash Incarnation replenishes from 0 to 1 whenever the Echo Knight rolls initiative.

Chronurgy Tradition[edit]

Obviously, this wizard focuses on the chronomancy aspect of dunamis, specializing in manipulating time to their advantage.

Chronal Shift (2nd Level): Twice per day, the chronurgist can use their Reaction when a creature within 30 feet rolls an attack roll, ability check or saving throw to reroll and use the second result.

Temporal Awareness (2nd Level): The chronurgist adds their Intelligence modifier to Initiative rolls.

Momentary Stasis (6th Level): The chronurgist can spend an action to force a creature within 60 feet to make a Constitution save against the chronurgist's spell save DC or be encased in a field of magical energy until the end of the chronurgist's next turn or they are damaged; whilst encased, they are Incapacitated and have a Speed of 0. They can use this feature Intelligence modifier (minimum 1) times per day.

Arcane Abeyance (10th Level): When the chronurgist casts a spell with a 4th level or higher spell slot, they can freeze it in time, condensing the spell into a mote (looks like a gray bead) that lasts for 1 hour; any creature holding this mote can discharge the spell and effectively function as its caster, using the chronurgist's spell attack bonus & save DC, as an action. The bead is a Tiny object with AC 15, 1 HP and Immunity to Poison and Psychic damage; if it's destroyed, the spell is lost. The chronurgist can use this feature once per short rest.

Convergent Future (14th Level): The chronurgist can use their reaction to choose the numbered result of an attack roll, ability check or saving throw for either themselves or a creature within 60 feet. Using this feature grants a level of exhaustion that can only be cured with a long rest.

Graviturgy Tradition[edit]

Obviously, this wizard focuses on the gravity aspect of dunamis, specializing in manipulating gravity and kinetic energy.

Adjust Density (2nd Level): The graviturgist can magically double or halve the gravitational mass of a Large or small creature (or a Huge or smaller creature from 10th level) as an action. Doubling its gravity causes the creature to lose 10 feet of speed and gain Advantage on Strength checks and saving throws; halving the gravity gives them +10 feet speed, doubles their jumping distance, and gives them Disadvantage on Strength checks and saving throws. This is a Concentration effect.

Gravity Well (6th Level): When the graviturgist casts a spell on a willing creature, or successfully causes a hit or failed saving throw with a spell against an unwilling creature, they can move that creature 5 feet.

Violent Attraction (10th Level): The graviturgist can use their reaction to increase the velocity of a successful weapon attack within 60 feet, causing it to inflict +1d10 damage, and to decrease the velocity of a creature that takes falling damage, reducing the damage they take by -2d10. They can use this feature Intelligence modifier (minimum 1) times per day.

Event Horizon (14th Level): The graviturgist can spend an action to emit an aura of gravity that reaches 30 feet and lasts for 1 minute or until the graviturgist's Concentration is broken. Enemies that start their turn in this aura must make a Strength save (DC is the graviturgist's spell save DC); failure causes them to take 2d10 Force damage and reduce their speed to 0 until the start of their next turn, whilst success means they only take half damage and each foot of movement that turn costs +2 extra feet of movement. This feature requires a long rest or the expenditure of a 3rd level or higher spell slot to recharge.

List of Dunamancy Spells[edit]

Cantrips:

  • Sapping Sting (Necromancy): Inflicts necrotic damage and knocks a victim prone.

Level 1:

  • Gift of Alacrity (Divination, Chronurgy): Heightens the targets speed and reflexes, boosting their Initiative.
  • Magnify Gravity (Transmutation, Graviturgy): Create a zone of crushingly heightened gravity.

Level 2:

  • Fortune's Favor (Divination): Imparts the caster or a chosen target with increased latent luck.
  • Immovable Object (Transmutation, Graviturgy): Magically fix a tiny object in place by altering its inherent gravity, as per the iconic Immovable Rod.
  • Wristpocket (Conjuration, Ritual): Banish a small object into an extradimensional pocket that the caster can then withdraw it from freely.

Level 3:

  • Pulse Wave (Evocation): Unleash a devastating explosion or implosion of pure pressure.

Level 4:

  • Gravity Sinkhole (Evocation, Graviturgy): Creates a miniature blackhole that draws in and consumes anything nearby.

Level 5:

  • Temporal Shunt (Trasmutation, Chronurgy): Disrupt an attack by shunting the assailant forward in time.

Level 6:

  • Gravity Fissure (Evocation, Graviturgy): Creates a fissure-like line of heightened gravity that draws in and consumes anything nearby.

Level 7:

  • Tether Essence (Necromancy): Magically link the life essence of two creatures, so that damage and healing to one is also applied to the other.

Level 8:

  • Dark Star (Evocation, Graviturgy): Creates a black void of magical darkness and crushing gravitational force.
  • Reality Break (Conjuration, Chronurgy): Violently thrusts a creature on a deadly journey through the barriers between timelines.

Level 9:

  • Ravenous Void (Evocation, Graviturgy): Creates a miniature blackhole that draws in and consumes anything nearby. This is basically the uber-tier version of Gravity Sinkhole, with a much higher set of base stats.
  • Time Ravage (Necromancy, Chronurgy): Manipulate chronal energy to age a victim into dust.