Base Class: Wizard
In a futuristic world where education rivals technology itself, some have turned to the School of Science, where chemistry and psionics blend into a unique discipline. These wizards, known as Chemists, have discovered that injecting themselves with specially formulated chemicals can unlock latent psionic abilities, granting them powers that rival traditional spellcasting.
Chemists are known for their meticulous preparation and experimentation, using their alchemical expertise to create powerful injections that enhance their mental faculties and grant them extraordinary abilities. Their laboratories are filled with bubbling vials, strange devices, and complex formulas, each one a testament to their relentless pursuit of knowledge and power.
As a Chemist of the School of Science, you harness the power of your psionic injections to perform incredible feats, manipulating the energies around you with precision and control. Your journey is one of constant experimentation and discovery, pushing the boundaries of what is possible with the fusion of science and psionics.
Scientific Injection
*2nd-level School of Science feature*
You have developed a method of injecting yourself with specially formulated chemicals that grant you psionic powers. When you prepare your spells, you can choose a number of spells from the wizard spell list equal to your Intelligence modifier (minimum of one spell) to become psionic injections. You cast these spells through your psionic abilities rather than traditional arcane methods.
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a wizard spell (and it's corresponding injection) into your spellbook is halved.
Psionic Surge
2nd-level School of Science feature
Your injections enhance your psionic powers, allowing you to focus your energy into powerful bursts. When you cast an evocation spell that deals damage, you can add your Intelligence modifier to one damage roll of the spell. Additionally, you can choose to force one creature affected by the spell to make a Wisdom saving throw against your spell save DC or become stunned until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Chemical Resistance
6th-level School of Science feature
Your constant exposure to various chemicals has granted you enhanced resilience. You gain resistance to poison damage and advantage on saving throws against being poisoned. Additionally, you can use your reaction to gain resistance to one damage type (acid, cold, fire, lightning, or thunder) for 1 minute. You can use this reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Psionic Mastery
10th-level School of Science feature
Your understanding of psionics and chemistry allows you to manipulate the energies around you with greater precision. When you cast a spell that forces creatures to make a saving throw to resist its effects, you can choose a number of creatures up to your Intelligence modifier to automatically succeed on their saving throw. You can use this feature once per long rest.
Chemical Perfection
14th-level School of Science feature
You have perfected your chemical injections, allowing you to tap into the full potential of your psionic powers. As a bonus action, you can inject yourself with a perfected formula that enhances your psionic abilities for 1 minute. While under the effects of this injection, you gain the following benefits:
- You have advantage on Intelligence, Wisdom, and Charisma saving throws.
- When you deal damage with a spell, you can reroll a number of damage dice equal to your Intelligence modifier (minimum of one) and use the higher roll.
- You can cast spells that require concentration without needing to concentrate on them. This effect lasts for 1 minute.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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