Base Class: Wizard
The mage who becomes a chemi-caster is a bit of an alchemist, a bit of an inventor, and a bit of an artificer. He may create new weapons to use his potions and spells creatively, or be focused on how to maximize a spell’s potential, with a bit of randomness on the table.
They can be the crazy scientist who likes explosions and megalightnings, or the hyper-focused type, always tinkering with thier gear and scraching new ideas on thier notebooks.
Potion Brewing
At 2nd level, you gain proficiency with alchemist’s supplies and can use it to brew potions.
After a long rest, i can use up to 3 spell slots to brew the adequates potions.
After a short rest where i use my arcane recovery feature, i can spend some or all of the spell levels recovered to brew 1 more potion. (Or 2 if acid vial, or cantrip vial)
I don’t have a maximum of potions active at a time, but every morning my old potions have a chance to keep or loose their power. Use a d6 for each potion brewed before the night: On a 1-4, it becomes mundane water. On a 5-6, it keeps it’s power.
Here is the list of the potions you can brew organised by their cost in spell slots:
-Level 1 spell slot: Potion of healing, Alchemist’s fire, two vials of acid, a level 1 spell i know, two vials of a cantrip i know
-Level 2 spell slot: Potion of greater healing, Electric vial (1d4 damage, con. Saving trhow against your spell DC. paralysed for a round on a fail), a level 2 spell i know
-Level 3 spell slot: Potion of superior healing, potion of invisibility, a level 3 spell i know
-Level 4 spell slot: Potion of resistance, a level 4 spell i know
-Level 5 spell slot: Potion of invincibility, a level 5 spell i know
-Level 6 spell slot: A level 6 spell i know
Talk to your DM about how or which spell will function once put in a bottle. Can it be drinked to cast the spell ? Does it deals damage like the spell when smashed? There are plenty of ways to bottle your spells.
Mizzium-alloy Armor
Innovation is a dangerous practice. As a shield against this risk, you have developed a Mizzium-alloy armor. You can craft one using 10 days of downtime and 50gp
This is a magical light armor that grants you an armor class of 11+dex and resistance to a damage type of your choice: Lightning, fire, cold, thunder, or acid (you choose the type when crafting it, and it can only be modified by crafting another suit of armor) the damage resistance works only if attuned to it.
You must be a spellcaster to attune to it.
Overload
At 6th level, you learn to channel magic through your mizzium-alloy armor to augment spells in a variety of ways. When you cast a spell while wearing that armor and attuned to it, you can use a bonus action to expend one additional spell slot of 1st, 2nd or 3rd level to alter the spell. The effect depends on the spell slot you expend.
Transmute : A 1st-level slot allows you to manipulate the spell’s energy. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type for another one from that list.
Short-Circuit: A 2nd-level slot increases the spell’s power. If you roll damage for the spell when you cast it, increase that damage by 2d10 damage (The type of this additional damage is determined by the damage resistance of your mizzium-alloy armor) against one of the spell’s targets (your choice) this turn.
Storm: A 3rd-level slot allows you to copy the spell and target up to 5 additional targets. (Can only be used on a spell with a single target)
Jump-Start
As a bonus action, you can erase some of your prepared spells (they are not erased from your spellbook, just unprepared until your next long rest) You need to unprepare a number of spells equal to twice the level of the spell you will cast with this ablility.
It grants you the ability to cast a spell this round without using a spell slot, and you only need to know the spell, not necessarily have it prepared.
(The bonus action is only to use the jump-start feature, the spell you will cast with it stille needs his normal casting time)
Unforeseen Consequences
If you don’t already have one, you can craft a mizzium apparatus (Appears in the Guildmasters’ guide to Ravnica) using 10 days and 50gp of gear
If you fail trying to cast a spell with a mizzium apparatus, you can roll the dice on a table one level higher than normal. (You can roll on the level 1 table as a cantrip)
(You can choose to fail when trying to cast a spell with the device.)
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