Base Class: Wizard
The School of Chemistry believes that only through the study of the physical world can one truly find the limits of the arcane. Chemists combine knowledge of arcane mysteries with the fundamentals of the physical elements to push the limits of possibility. Able to imbue spells into the elements themselves, chemists can store spells in objects only to be released later when the need arises. Whether altering the environment itself during combat, or breaking physical bounders of a forge to enhance a blacksmith's work, the results of their magic can be awe inspiring - and terrifying.
Chemical Savant
Beginning at level 2 when you choose this school you gain proficiency with [tool]Alchemist's Supplies[/alchemist's supplies] and [tool]Tinker's Tools[/tinker's tools]; if you are already proficient in either or both tools choose a replacement. Also, as a result of working long hours with dangerous chemical reagents, your body has adapted to protect you. You are now resistant to acid damage and immune to poison damage.
Imbued Spells
Starting at level 2 when you choose this school you are able to imbue spells (not including cantrips) into the physical elements. Each school of magic corresponds to a group of elements in the periodic table (see below).
Elements of Periods 1-3 (rows 1-3) can hold spells level 1-3. Spells imbued into a physical object in this way suffer a penalty of -1 to attack roll or spell save DC per each damage die of the spell.
Periods 4-5 suffer no penalty
Periods 6-7 add 1/2 of the character's proficiency bonus to the attack roll or spell save DC.
For example, if the spell thunderwave were imbued in a piece of lithium, when activated the spell save DC would have a -2 penalty because lithium (Li) is from the 2nd period of the table. However, if element potassium (K) were used instead, the spell would suffer no penalty because potassium is in the 4th period of the table. If Cesium (Cs) were the element used, a 12th level Chemist would add +2(1/2 * proficiency bonus +4) to the spell save DC.
These imbued spells can take almost any form - whether a suspended oxidation/reduction reaction in a flask ready to release it's spell when the glass is broken or a clockwork gadget left for someone to pick up and play with, carelessly releasing an attack spell the choices are almost limitless.
When imbuing spells into the elements in this way, it requires a long rest to purify and contain the necessary chemical elements, and you can prepare a number up to your intelligence modifier (minimum 1).
| Element: | School of Magic: |
|---|---|
| Alkali Metals | Evocation |
| Alkali Earth Metals | Necromancy |
| Transition Metals | Enchantment |
| Metals | Abjuration |
| Non Metals | Conjuration |
| Halogens | Illusion |
| Nobel Gases | Divination |
| Actinides/Lanthanides | Transmutation |
Catalytic Counter
Beginning at 6th level, you know how the arcane affects the natural world. As a reaction, you can create a catalytic counter to the triggering damage type, giving you resistance that damage type (cold, fire, lightning, or thunder) until the end of your next turn. You can use this feature a number of times equal to your intelligence modifier.
Maximum Chaos
Starting at 10th level, your ability to sow chaos among your enemies has reached new heights. Any foe within 1/2 of the spell range from the activation point on an imbued spell when it is triggered has disadvantage on saving throws.
Proficient Craftsmanship
Beginning at level 10 you have mastered the processes of chemical refinement and spell placement. You can now create a number of imbued spells equal to 1/3 your proficiency bonus during a short rest. Additionally, you increase the number you can make during a long rest by 2.
Situational Advantage
Starting at 14th level, you have learned to take advantage of the distraction provided by your imbued spells. Anytime an imbued spell is activated you can use your reaction to cast an attack spell with a casting time of 1 action. The spell cast this way can't be greater than level 3. You can use this feature a number of times equal to your intelligence modifier (minimum of 1).
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