Wizard
Base Class: Wizard

The School of Infusion is known for its wild experimentation of magic. As part of their studies, students of this school are expected to bend and weave spells by the means of spell infusions. This changes the properties of the spells, which can lead to some amazing feats in the arcane, but it is just as likely to cause the spell to fail.

Arcanomechanical Armor

Changing the effects of spells to suit their own means is a dangerous practice. To alleviate risk to the user, these wizards created an arcane suit of armor to reduce injury to the caster as well as to assist with focusing their magic.

Starting at 2nd level, you gain proficiency with light armor and gain a suit of [Tooltip Not Found] — a magic item that only you can attune to. While you are attuned to it and wearing it, it grants you resistance to force damage.

If the [Tooltip Not Found] is in need of repairs or is lost, at the end of a long rest you can create a new suit by magically infusing a suit of studded leather. Doing so removes the magic from your previous [Tooltip Not Found], turning it into nonmagical studded leather.

Spell Infusion

At 2nd level, you gain the ability to modify the properties of your spells. You gain two of the following spell infusion options of your choice and gain one additional option at 6th, 10th, and 14th level. When you cast a spell, you can add one spell infusion to the spell. You can use this feature as many times equal to your Intelligence modifier (minimum of 1) and regain all uses at the end of a long rest. When you use a spell infusion, you must succeed an Intelligence saving throw (DC = 12 + the spell level), or the intended spell fails.

Alter

When you cast a spell that requires a creature(s) to make a saving throw, one of the following effects occur:

  • If the spell requires a Saving throw of Strength, Dexterity, or Constitution, you can substitute the saving throw type to Strength, Dexterity, or Constitution for the spell’s first saving throw.
  • If the spell requires a Saving throw of Intelligence, Wisdom, or Charisma, you can substitute the saving throw type to Intelligence, Wisdom, or Charisma for the spell’s first saving throw.

This spell infusion requires you to expend 2 infusion charges.

Elastic

You can decrease your spell attack and your spell DC by 2 in order to double the range of a ranged spell. Alternately, you can choose to reduce the range of a spell by half to increase your spell attack or spell DC by 2. If the spell has a range of touch, increase the spell’s range to 30 feet.

Focused

When you cast a spell with an area of effect that requires a saving throw, you can choose up to four creatures in the affected area, and the chosen creature(s) are given a bonus or reduction equal to your intelligence modifier (minimum of 1) against the spell’s first saving throw.

Imitate

You can cast a spell without its material component(s) if it is no higher than a 5th level spell, requires a gold cost no more than 100gp and does not consume the component(s) on use.

Potent

If the spell deals damage, you can reroll a number of damage dice equal to your intelligence modifier (minimum of one), and you can choose either roll. If the spell is a cantrip, increase the spell’s damage equal to your intelligence modifier (minimum of one) instead.

Simplify

If the spell has a casting time of 1 action, it can be cast as a bonus action. Alternately, if the spell has a casting a cast time of 10 minutes or less, it can be cast as an action. The spell must be cast at their lowest level.

Sustained

If the spell has a duration 1 minute or more, you can double the duration of the spell, up to 24 hours. The casted spell now requires concentration for the duration, if the spell already requires concentration increase the concentration check DC equal to the spell level.

Transmute

When you cast a spell that deals acid, cold, fire, force, lighting, poison, or thunder, you can substitute that damage type with one other type from that list. You can only replace one damage type for the spell, and this substitution occurs before the spell is cast.

Infusion Adept

Starting at 6th level, you have become accustomed to using spell infusions more often. You can use spell infusions as many times equal to twice your Intelligence modifier (minimum of 1). Additionally, once per long rest, you can regain half of your infusion charges rounded up (minimum of 1) at the end of a short rest.

Researcher’s Epiphany

Starting at 10th level, you seem to always remember the right spell for the right time. You can cast a spell that you do not have prepared from your spellbook at its lowest level, and must be of level of which you can cast. This feature can be used once per short or long rest.

Infusion Mastery

At 14th level, you have learned how to quickly adapt to your mistakes when utilizing infusions. If you fail the infusion save, you can choose to succeed instead. You can use this feature twice per long rest.

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