Wizard
Base Class: Wizard

Arcane Science is an arcane tradition fixated on understanding the underlying mechanics of magic. Its the category of disciplines and subdisciplines in the field of arcane science that are concerned with the observation of arcane phenomena and experiments. Methods vary from discipline to discipline, from simple experiments and observations, such as the Aether-Light experiments, to more complicated ones, such as the Large Arcane Collider.

Experimental arcane science regroups all the disciplines of arcane science that are concerned with data acquisition, data–acquisition methods, and the detailed conceptualization (beyond simple thought experiments) and realization of experiments. It is often put in contrast with theoretical arcane science, which is more concerned with predicting and explaining the physical behaviour of nature than the acquisition of knowledge about it.

The hunger for more data and the observation of new arcane phenomena is what lets these scientist rise from their laboratories, academies, and archives to pursue a life of adventure. The results of a spell are less interesting to them than the process that creates it. Although experimental and other arcane users are concerned with different aspects of magic and nature, they share the same goal of understanding it and have a symbiotic relation. 

Arcane Scientist

Starting at 2nd level, you become a compendium of knowledge in topics that concern nature and magic. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History or Nature skill if you are proficient in that skill. In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).

Applied Science

At 2nd level, you are able to apply the basic knowledge you gained through experiments and studying.

When you cast a spell with a spell slot and the spell deals acid, cold, fire, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it.

Experimental Casting

At 6th level, you learn to augment the mechanics of some spells.

When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Experimental Methods

At 6th level, you learn to deconstruct and learn wizards spells that are new to you.

As an reaction, you attempt to learn a spell from a creature  that is in the process of casting a spell. Make an intelligence check. The DC equals 13 + the spell’s level. On a success, if the spell is a wizard spell and if it is of a level which you can prepare, you can copy the spell to your Spellbook during your next long rest. For each level of the spell, the process takes 2 hours and costs 50 gp.

Once you use this feature, you can’t use it again until you finish a long rest.

Memory of a Researcher

At 10th level, you have attained a greater mastery of spell preparation.

As a bonus action, you can replace one spell you have prepared with another spell from your spellbook.

You can’t use this feature again until you finish a short or long rest.

Grand Unified Theory

At 14th level, you gained enough experimental evidence to formulate an arcane theory that lets you make precises predictions about magic. You now can not only alter your spells, but also the spells of other creatures.

As a reaction, you can alter a spell that is casted by creature that you can see within 60 feet. If the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. If the the spell deals deals acid, cold, fire, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell).

You can’t use this feature again until you finish a short or long rest.

Previous Versions

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