Wizard
Base Class: Wizard

Spellcasting is primarily flavored in the idea of spells being inherently tied to a magical source. While this is very much the conventional case, it isn’t to say it isn’t impossible that spells can be emulated with the mundane. In the case of the School of Technology, wizards aren’t simply mages but incredibly creative engineers with the knowledge on how to perfectly match the awesome power of magic with powerful technology. With each spell comes a technological counterpart that can perform the same task as quickly and efficiently.
What separates these specialized wizards is their ability to use technology to make their special form of spellcasting even more potent compared to conventional spellcasters and even other wizards. And with a passion for technology, these wizards will revolutionize the world with their wondrous creations.

Arcane Database

2nd-level School of Technology feature

You have a completely unique way of storing the knowledge of your spells. Your spellbook transforms into a special advanced device that you determine the shape and appearance of. Your spellbook cannot be worn, damaged, or destroyed in any way and you can instantly replicate it without any cost of gold, with the original spellbook becoming an unusable object that cannot function any longer.

In addition, you gain proficiency in Tinker’s tools and another skill proficiency of your choice.

Technological Savant

2nd-level School of Technology feature

You have a strong background in the field of engineering that allows you to combine the wonders of magic and technology. Whenever you are about to cast a Wizard spell that has a casting time of 1 action, you can have your spell take the form of a technological device that you have prepared. The spell no longer requires verbal or somatic components and the spell save DC increases by 1. The spell effect also becomes nonmagical for the purposes of bypassing resistances to magic.

You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a long rest.

Gear Shift

6th-level School of Technology feature

You can create an ever changing, wondrous gizmo that can assist you in several ways. As an action, while equipped with Tinker’s tools you can produce transformative gear, allowing you to select one item your transformative gear can change into.

The transformative gear lasts for a number of hours equal to your proficiency bonus before losing power and reverting into a small mundane object. While depleted, you cannot use this feature again until a long rest. After finishing a long rest, you can select a different item for your transformative gear to assume.

Armored Defense

You gain a special set of Breastplate armor. While you wear this armor you are considered proficient with it even if you lack proficiency with medium armor and have advantage on Strength checks and saving throws.

Focus Gauntlets

You have gauntlets that act as a spellcasting focus. You gain a +1 bonus to spell attack rolls and can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

Metallic Ally

You create a simple robot. The robot is Tiny, has an AC equal to your spell save DC, and a number of hit points equal your Wizard level plus your proficiency bonus, and is immune to poison and psychic damage. If it has to make a saving throw, it uses your saving throw bonus for the roll. When it is reduced to 0 HP and falls to the ground, remaining there until you use your action repair it with a DC:10 Intelligence check or cast the Mending cantrip in which it regains all expended hit points. On your turn, you can mentally command the robot to move up to 30 feet in any direction (no action). As a bonus action, the robot can cast one prepared Wizard cantrip from your spellbook from its position.

Propulsion Soles

You have specialized thrusters under your feet. Your speed increases by 10 feet and you can jump a number of feet equal to 5 times your Intelligence modifier as a bonus action. Whenever you fall, you can slow your rate of descent to 60 feet per round, taking no falling damage when you land.

Terrain Scanner

You have special lenses. You can see the location of any creature within 120 feet of you regardless of cover or any form of darkness. You have advantage against effects that would blind you and on Intelligence (Investigation) checks to detect visual illusions.

Arcane Battery

10th-level School of Technology feature

You can siphon the residual power of magic to turn it into productive energy for your creations. When an attack roll misses that would have dealt magical damage, you gain a 1 charge. When you succeed on a saving throw against a spell or magic effect you gain 2 charges. You can store a maximum number of charges equal to 1 + your Intelligence modifier and lose all charges you possess when you finish a long rest.

On your turns, you can spend any number of charges. For each charge spent, you can deal an additional 3 force damage on your next damage roll or extend the duration of your use of your transformative gear by one hour even after it has been depleted.

Engineered Caster

14th-level School of Technology Feature

You have fully incorporated your technology into your spellcasting. You can select one additional item to benefit from your transformative gear.

In addition, when spend a use of your Technological Savant feature, you gain 1 charge to your Arcane Battery feature for each creature you hit with a spell attack or fails on a saving throw against the spell you casted.

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