Wizard
Base Class: Wizard

The School of Invention claims credit for inventing the other schools of magic—a claim other wizards find absurd. Wizards of this school push magic to its limits. They stretch the known laws of arcane power and strive to reveal ©2018 Wizards of the Coast LLC 3 important truths about the nature of the multiverse. Adherents of this school believe that innovation is best served through experimentation. They have a reputation for acting first, thinking second. Most wizards are scholars who have mastered their craft through careful study, rigorous practice, and endless hours of repetition. These wizards would rather throw spells together and see what happens. Many wizards of this tradition are gnomes, alchemists, or both, and they take pride in the magic-infused armor they don. The armor not only provides protection, but it is also designed to help the wizard channel magic in unpredictable ways. Wizards of this tradition are regarded as savants to their faces, but wizards of other traditions often think of them as lunatics.

Tools of the Inventor

2nd-level School of Invention feature

You gain proficiency with calligrapher's supplies, and two additional artisan tools of your choice.

In addition, the gold and time you must spend to copy an existing one into your spellbook is 25% less than normal, and the gold and time you must spend to create a new spell is halved.

Arcanomechanical Armor

2nd-level School of Invention feature

The gathering and harnessing of raw magical energy is
dangerous, and is a feat beyond mere trinkets like wands or
orbs. To this end, Invention wizards have created intricate
armor to aid in their endeavors, as well as protect them when
those endeavors go awry.
You gain proficiency with light armor and gain a suit of
Arcanomechanical armor— a magic item that only you can
attune to. While you are attuned to and wearing it, it grants
you Resistance to force damage.
Intelligence Bound. Arcanomechanical armor uses
Intelligence in place of Dexterity to determine the AC
modifier, representing the force of your magic protecting you,
rather than physical skill.
The armor is light armor and provides an AC of 12 + INT
modifier. It weighs the same amount as the armor used to
construct it.
Arcane Focus. Your Arcanomechanical armor functions as
an Arcane Focus for purposes of spellcasting.
Reconstruction. You can create a new suit at the end of a
long rest by touching a suit of light armor, which magically
transforms it. Doing so removes the magic from your
previous Arcanomechanical armor, returning it to its original
state.
This armor may have a magical bonus to AC equal to half
your proficiency modifier, rounded down; this magic bonus to
AC still applies. Any other enchantments present on the
armor become inert until such time as it returns to its
original state.

Arcane Breakthroughs

Your armor gains a number of Arcane Charges that can be
used to fuel Breakthroughs you've made in the manipulation
of raw magical energy.
Number of Arcane Charges: 2x Proficiency +
Intelligence modifier + armor's magic AC bonus
'Armor's magic AC bonus' is the original armor's enchanted
bonus to AC; e.g. a suit of +2 studded leather would grant +2
additional Arcane Charges.
When you cast a spell using your armor you can chose to
expend a number of these Charges to affect the spell being
used. The amount of Charges spent on a single effect may not
exceed the maximum spell level you are capable of casting.
Your armor recovers all expended charges at the end of a
long rest. If you have run out of charges, you may instead
expend a spell slot of equal level to the number of charges
required for the effect.

Breakthroughs

Charges Effect

  1. When you cast a spell that deals acid, cold, fire, lightning, thunder, or poison damage you may change that damage type to one of the other types.
  2. Add 2d10 force damage to a spell's damage roll against one of the spells targets of your choice. If your armor has a magical bonus to its AC, you may also add double that modifier to the damage roll. For each Charge spent above two you may add an additional target to this effect, with a maximum number of targets equal to your proficiency modifier.
  3. Increase the range or radius of a spell. Spells with Touch as their range instead have a range of 30 feet. Spells with a range of 5 feet or more have their range increased by 100%. If the spell has a radial area of effect, instead of increasing its range, you may choose to increase its radius by 100% or 20 feet, whichever is smaller.
  4. Increase a spell's save DC by 2. If the spell being cast is Counterspell or Dispel Magic, add a +2 bonus to the rolled check. If your Armor has a magical bonus to AC you may instead add that modifier to a spell's DC and Counterspell or Dispel Magic checks if it would be higher. This Breakthrough may only be used once with Spirit of Innovation.
  5. When you roll damage for a spell, treat all results of 1 or 2 on any damage dice as though you rolled a 3 instead. If this Breakthrough is used twice with Spirit of Innovation, treat all results of 1, 2, or 3 on any damage dice as though you rolled a 4 instead.

Arcanomechanical Resistance

6th-level School of Invention feature

Your armor gains Resistance to a damage type of your choice from the following: fire, cold, acid, lightning, thunder, poison, radiant or necrotic damage. This added Resistance stacks with your existing resistance to Force damage, and may be changed to one of the other available types after completing a long rest.

Additionally, whenever you make a save against a damage type your Arcanomechanical armor gives you Resistance to, you may add your Intelligence modifier to the result. If this save is against a spell cast by you, you take half damage on a failure, and no damage on a success.

Improved Arcanomechanical Armor

10th-level School of Invention feature

Your Arcanomechanical Armor can now be made from Medium armor and you gain proficiency with it while attuned; the Armor's AC calculates as the base armor, using your INT modifier in place of DEX modifier. This ability is considered to meet the prerequisites for taking the Medium Armor Master feat. Furthermore, you gain an extra attunement slot that can only be used to attune to your Arcanomechanical Armor.

Prodigious Inspiration

10th-level School of Invention feature

As a bonus action, you may replace one spell you have prepared with another spell from your spell book. You cannot use this ability again until you finish a short or long rest.

Spirit of Innovation

14th-level School of Invention feature

You have mastered the art of manipulating raw magic
through your Arcanomechanical Armor. This mastery has
increased the sheer amount of energy available for
manipulation, it allows you to control multiple Breakthroughs
at once, and it has given you insight into several more
Breakthroughs of unrivaled potency.
Your number of Arcane Charges increases, becoming:
Number of Arcane Charges: 3x Proficiency +
Intelligence modifier + armor's magic AC bonus
You are no longer limited by your maximum spell level in how
many points you may spend on Breakthroughs for a spell.
When you cast a spell, you may pick up to two
Breakthroughs to add to the spell instead of one. Their
combined cost may not exceed your currently available
number of charges. Once you've used this feature, you cannot
use it again until you finish a short or long rest.

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