Wizard
Base Class: Wizard

Some Wizards want to push magic beyond the limits, that a normal humanoid body can take. But instead of risking the well being of their body they try to put the strain on magical contraptions. Thriving for exciting new innovations and prototypes that are not necessarily always stables, this specialization is not for those that prefer tradition. Perfectly suited for the Gnomes and Goblins of Azeroth.

Inventors Equipment

Beginning at 2nd level, you gain proficiency with light armor and tinker tools. If you are already proficient with tinker tools you may choose instead a different kind of artisan's tools. Additionally, you gain a pair of engineer goggles, which has one of the following abilities.

You can choose an additional ability on level 10 and level 14.

Arcane Analizer

As long as you are using your engineer googles you can cast identify at will.

Divine Detection

As long as you are wearing your engineer googles you can cast detect evil and good at will.

Hawk Lense

As long as you are using your engineer googles you may add twice your proficiency modifier on Wisdom(Perception) checks based on sight.  You can also zoom your sight up to twice its normal amount.

Magic Detection

As long as you are using your engineer googles you can cast detect magic at will.

Multispectraliser

Prerequisite: 10th level

As long as you are using your engineer googles you can cast see invisibility at will.

Night Vision

As long as you are using your engineer googles you gain dark vision within 60 feet of you.

People Scanner

As long as you are using your engineer googles you may add twice your proficiency modifier on Wisdom (Insight) checks. 

Perfect Lense

Prerequisite: 14th level

As long as you are using your engineer googles you can cast true seeing at will.

Projecting Lense

Prerequisite: 10th level

As long as you are using your engineer googles you can cast arcane eye at will.

Trap Detector

As long as you are using your engineer googles you can cast find traps at will.

Unstable Spell Focus

Beginning at 2nd level, you create a mechanical spell focus of your choice, which contains your spellbook in a digitized or mechanical form. This new spell focus can even replace material components with an attached gold cost and you only need one minute to prepare your spells. You also gain the ability to prepare new spells after a short rest.

On the flip side, your spell focus is unstable and every time you use it to cast a spell of 1st level or higher you must roll a d20.  If you roll a 1, roll on the Wild Magic Surge table of the wild magic sorcerer to create a magical effect. If that effect is a spell, if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

Should you lose your unstable spell focus you can rebuild it during a short rest. You will need materials corresponding to the value of 50 GP.

Overcharging

Starting at 6th level, you learn to overcharge your unstable spell focus at the cost of stability. Whenever you cast a spell of 1st level or higher you may cast it as if you used a spell slot of one level higher. If you do this your magic will go wild if you roll a 6 or less on the d20 instead of just if you roll a 1.

You cannot increase the spell level to 7th level or higher this way.

Optimized Datacore

Beginning at 10th level, you can prepare up to five additional spells.

Final Gamble

Starting at 14th level, you can push your unstable spell focus to its limits an beyond when overcharging it. You can deal maximum damage with that spell. If you do this roll a d20. On a 10 or less your unstable spell focus explodes and deals 10d6 fire damage to you and every creature within 10 feet of you that does not succeed in a DC 16 DEX saving throw.

While using this feature you can overcharge a spell up to 9th level.

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