Base Class: Wizard
As a student of the school of materialism, you are invested in the the practical mechanics of spell casting. Arcane gestures and utterances are difficult to quantify, but the material components of spell-craft are your expertise. All the world is your apothecary, just waiting to be measured and experimented on for your study. Materialists take pride in knowing their craft is scientifically superior to that of other wizards'. While transmuters and necromancers learn to command with the physical world by force, the materialist earns the world's allegiance.
Materialists tend to live on the frontier, ever journeying to find the perfect ingredient. They can make the most of even the simplest pinch of dust, but are compelled to seek out rarer components to experiment with. Most are sociable and will barter for these prizes, but evil materialists imagine the material plane is theirs to draw from, and will do anything to get a hold of what they desire.
Focus Charge
Starting at 2nd level, you can create your own arcane focus. You can spend one hour in meditation to charge a non-magical object that you carry with arcane energy, turning it into a charged focus. Until you use this feature again, it becomes magical and can be used only by you as an arcane focus for your wizard spells. When you reach 14th level, you can make two charged foci at a time.
Additionally, the gold and time you must spend to copy a spell into your spellbook is halved if the spell requires material components that have a cost or are consumed by the spell.
Arcane Overload
As an action, you can overload your charged focus for a special effect, destroying it in the process. You learn new uses for this feature at 6th, 10th, and 14th level.
- At 2nd level, you can cause arcane light to explode from your charged focus before a bolt of magic flies towards one creature of your choice within 150 feet of you. The creature must succeed on a dexterity saving throw against your spell save DC or take 1d6 force damage for each of your wizard levels, up to 10d6.
- At 6th level when you overload your charged focus, you can channel the release of energy into the casting of a spell. Choose a spell that you have prepared of 5th level or lower that has a casting time of 1 action. You cast it at its lowest level without expending a spell slot, and if the spell requires material components, your charged focus substitutes for them. The material components for the spell must have a value equal to or less than 50gp multiplied by your wizard level.
- At 10th level, you may overload your charged focus as a reaction to enhance an ally's spell. When an ally casts a spell at its lowest level, you can charge the spell to act as if cast two levels higher, but no higher than your highest level spell slot. Your ally expends the lowest spell slot for that spell.
- At 14th level, you may overload your charged focus in response to an enemies spell casting. When an enemy casts a spell that targets only you, you can change the spell cast to a spell you have prepared of the same level that targets only a single creature. If the spell you choose requires material components, your charged focus substitutes for them. The material components for the spell must have a value equal to or less than 50gp multiplied by your wizard level.
You can use each arcane overload technique that you know once, and must finish a long rest before you can do so again.
Potent Components
Starting at 6th level, you have learned to make more efficient use of your materials. You can increase the value of an object or substance to twice it's listed value when using it as a spell component. You also discover a knack for finding rare and valuable substances. Once per day, as part of a short rest, you may explore your surroundings with an Intelligence (Investigation) check to find materials and substances of great value. The DM will consult the following table for the results of your check, or offer a different discovery.
| Result | Discovery |
|---|---|
| 0-5 | You find nothing. |
| 6-10 | You find a random gem stone worth 10 gp. |
| 11-19 | You find a rare herb, animal shedding, or other natural product worth 25 gp. |
| 26-30 | You find a drop of ectoplasm, aberration slime, fiendish ichor, or other rare fluid worth 50 gp. |
| 31+ | You find a quantity of a substance or material you are specifically looking for worth 100 gp or fewer. |
Add Everything
Beginning at 10th level, you can improve on the effectiveness of your components. You can boost the spells that you and your allies cast, or corrupt an enemy's spells by magically forcing your own material components onto them. When a creature casts a spell, and either the caster, target, or area of effect is within 60 feet of you, you can use your reaction to alter the spell. Choose only one of the following alterations:
- Each damage die for the spell deals 2 extra damage of the same type.
- The save DC of the spell increases by 2.
- If the spell deals damage and has an added effect, it only deals damage or applies the effect (your choice).
- If the spell only deals damage, the damage is halved.
You may use this feature a number of times equal to your intelligence modifier. You regain uses after you finish a long rest.
Magic Extractor
When you reach 14th level, you have learned to harness a deeper strength from of your components. When you cast a spell that requires you to make an attack roll, you can choose to make the roll with advantage if the spell also requires material components that are not consumed by the spell. The spell then consumes its material components. You will need to replace the components to cast the spell in this way again, even if you are using a component's pouch. You can do this once, and must finish a long rest before you can again.
Previous Versions
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10/30/2020 1:50:39 AM
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