Arcane TraditionWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of several schools or practices: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, or the specific practices of shadow magic or calculation all detailed at the end of the class description.
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study.
The most common arcane traditions in the multiverse revolve around the schools o f magic. Wizards through the ages have cataloged thousands o f spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use
the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
School of CalculationAs a calculator, you've discovered the underlying fabric of the universe, and can see connections using magic sight that others cannot comprehend. It allows you to use unlimited magical power in certain specific situations. As your mastery grows, you can restructure the rules of magic, targeting who and what you wish with impunity.
Beginning when you select this school at 2nd level, the ability to see hidden factors becomes apparent. You can determine the hit dice, current hit points, or statistic values of any all creatures in sight as a reaction. You simply request what you would like to know, and the Dungeon Master will provide all the values to you. However, this sight comes at a cost. All initiative rolls made by the Calculator are at -10.
Starting at 2nd level when you select this school, you can perform the math action. This is an action. It allows you to select any spell you know and cast it without it costing a spell slot. However, the targeting information of the spell is overwritten. Instead of targeting any space or individual or having any area of effect as normal, it instead affects singular people based on your math skill.
You have 4 primary parameters: Initative, Hit Dice, Hit Points, And Statistic values. There are also 4 secondary parameters: Prime Numbers, 5, 4, 3
You simply select a primary and secondary parameter. Anyone within 60' of the caster who has a value in that statistic divisible by the secondary parameter is affected by that spell.
Example 1: The caster and his party are fighting an ogre and 6 dire wolves. She chooses to use the math skill on the spell fireball. Instead of a ball of flame, the caster chooses Hit Dice as the primary parameter and 5 as the secondary parameter. Since the dire wolves have 5 hit dice (which is divisible by 5) each is singularly affected as if targeted by a fireball. Sadly, the party also has a 5th level rogue with 5 hit dice, who is also affected by the fireball. This does not affect the calculators spells remaining.
Example 2: The caster wants to use the math skill to make the party invisible. He knows the rogue and ranger in the party have a 18 and 15 Dexterity. So she chooses Dexterity as the primary parameter, and 3 as the secondary parameter. Thankfully both the rogue and ranger vanish from sight. Sadly, so does the Mind Flayer they were hoping to flank.
Starting at 6th level, any time you are healed, beyond your maximum hit point value, you can disperse that excess healing to any ally within 30' of you instantaneously.
Starting at 10th level, your calculation abilities now can affect all targets within 180' and all visible targets within 240'.
Starting at 14th level, when you are attacked, as a reaction, you can halve that damage and make a magical attack against an opponent within 30', causing them to take the other half of the damage you would have taken. You can do this a number of times equal to your intelligence bonus per long rest.
Hack & Slash