Base Class: Wizard
You are a material mage, a type of wizard that focuses on unlocking the potential of a single substance. It might be organic or inorganic, mundane or priceless. Other practitioners of the arcane arts find your obsession curious or even absurd, but you know that your chosen material contains real power.
School of Peppers
Those who belong to the School of Peppers are infallibly gluttons for punishment. By consuming the hottest of peppers, these spirited mages gain an incredible ability to ignore pain that even the hardiest warriors can’t help but admire.
Bring It
Starting at 2nd level, when you take damage, you can use your reaction to halve the damage. Once you use this feature, you can’t use it again until you finish a short or long rest.
Some Like It Hot
Starting at 2nd level, you can induce an overwhelming burning sensation in your enemies. When you deal fire or psychic damage with a spell of at least 1st level, you can choose one creature that took damage. That creature has to succeed on a Constitution saving throw against your wizard spell DC. Creatures that fail have disadvantage on their attack rolls and ability checks and move at half speed until the end of your next turn. Creatures that succeed are immune to this ability for the next 24 hours.
You can use Some Like It Hot a number of times equal to your Intelligence modifier (minimum once). You regain any expended uses when you finish a long rest.
Take the Heat
At 6th level, you gain proficiency in Constitution saving throws.
Peppery Soul
By 10th level, you have become both particularly resilient to effects that sear the flesh or mind and especially adept at dealing out such punishment. You have resistance to fire and psychic damage. Any spell or effect you create ignores resistance to fire and psychic damage.
Embrace the Pain
At 14th level, you thrive on both causing and suffering pain. You never feel so alive when your nerves – or someone else’s – are on fire.
You gain access to a resource called Hot Dice that you gain when you deal or endure great pain.
You gain Hot Dice when a creature fails its saving throw against Some Like It Hot, you deal a critical hit, or suffer a critical hit. You also gain Hot Dice the first time between rests you fall below 3/4, 1/2, and 1/4 of your maximum hit points. Hot Dice disappear when you finish a short or long rest. You can spend Hot Dice in different ways.
You can expend one Hot Die for one of the following effects.
Bring the Heat: use Some Like It Hot on a creature that has already successfully saved against it.
You Want Some More: make a single creature damaged by one of your spells take additional damage equal to half your wizard level.
Everything Burns: when you cast a spell that deals fire or psychic damage, make creatures that are immune to fire or psychic damage take damage from the spell as if they had instead had resistance.
Hot Stuff: roll a d4 and add the result rolled to an attack roll, ability check, or saving throw you make.
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