Wizard
Base Class: Wizard

Adherents of this school believe that innovation is best served through experimentation. They have a reputation for acting first, thinking second. Most wizards are scholars who have mastered their craft through careful study, rigorous practice, and endless hours of repetition. These wizards would rather throw spells together and see what happens.

Many wizards of this tradition are gnomes, alchemists, or both, and they take pride in the magic-infused armor they don. The armor not only provides protection, but it is also designed to help the wizard channel magic in unpredictable ways. Wizards of this tradition are regarded as savants to their faces, but wizards of other traditions often think of them as lunatics.

 

Arcanomechanical Armor

Innovation is a dangerous practice, at least as far as members of this school practice it. As a shield against this risk, you have developed a suit of arcane armor.

Starting at 2nd level, you gain proficiency with light armor and gain a suit of arcanomechanical armor — a magic item that only you can attune to. While you are attuned to it and wearing it, it grants you resistance to force damage.

The armor is light armor and provides an AC of 12 + your Dexterity modifier. It weighs 8 pounds. You can create a new suit of it at the end of a long rest by touching a nonmagical suit of armor you are proficient with, which magically transforms it. Doing so removes the magic from your previous arcanomechanical armor, turning it into nonmagical armor. The armor acts as a spellcasting focus for you.

Tools of the Inventor

At 2nd level, you gain proficiency with two tools of your choice.

The Inventor's Component Pouch

At the DM's discretion, if you have a component pouch when you choose the School of Invention, you may fill it with all of the materials needed to cast the spells found in the reckless casting table. Otherwise you can use a spellcasting focus for these spells as normal.

Reckless Casting

Starting at 2nd level, you can attempt to cast a spell you don’t have prepared. When you use this ability, you use your action and choose one of the following options:

  • Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action.
  • Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5th level table if the slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action.

 

Reckless Casting Tables

Cantrips
1D10 SPELL
1 Acid Splash
2 Chill Touch
3 Fire Bolt
4 Blade Ward
5 Poison Spray
6 Ray of Frost
7 Shocking Grasp
8 Sacred Flame
9 Thorn Whip
10 Roll again twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action, but not the spell slot.
1st level
1D10 SPELL
1 Magic Missile
2 Chromatic Orb
3 False Life
4 Hideous Laughter
5 Faerie Fire
6 Color Spray
7 Burning Hands
8 Thunderwave
9 Fog Cloud
10 Roll again twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action, but not the spell slot.

2nd level
1D10 SPELL
1 Blur
2 Darkness
3 Enlarge/Reduce
4 Gust of Wind
5 Invisibility
6 Mirror Image
7 Melf's Acid Arrow
8 Scorching Ray
9 Shatter
10 Roll again twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action, but not the spell slot.
3rd level
1D10 SPELL
1 Blink
2 Fear
3 Bestow Curse
4 Fireball
5 Fly
6 Spirit Guardians
7 Lightning Bolt
8 Vampiric Touch
9 Haste
10 Roll again twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action, but not the spell slot.

 

4th level
1D10 SPELL
1 Otiluke's Resilient Sphere
2 Confusion
3 Evard's Black Tentacles
4 Banishment
5 Greater Invisibility
6 Ice Storm
7 Phantasmal Killer
8 Polymorph
9 Wall of Fire
10 Roll again twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action, but not the spell slot.
5th level
1D10 SPELL
1 Cloudkill
2 Cone of Cold
3 Destructive Wave
4 Flame Strike
5 Conjure Elemental
6 Mass Cure Wounds
7 Insect Plague
8 Synaptic Static
9 Telekinesis
10 Roll again twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action, but not the spell slot.

Spell Storing

At 6th level, the arcanomechanical armor can now store one of your spells produced from Reckless Casting. After you have rolled on the Reckless Casting table, you can decide to store the chosen spell in the armor. The stored spell counts as a Wizard spell for you. The armor can only hold one spell at a time, additional spells attempted to be stored will be expended without effect. The stored spell is automatically emptied on long rest, and cantrips cannot be stored.

Having a spell stored infuses your armor with extra power, granting the following options:

  • You may cast the stored spell following the regular rules of casting, but without expending a spell slot.
  • When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you may consume the currently stored spell, or expend a spell slot to substitute that damage type for another one from that list.

You may also pick from poison or psychic damage if the consumed spell or expended slot is at least 2nd level, radiant or necrotic damage if it's at least 3rd level, or force damage if it's at least 4th level. If you consume a 5th level spell or expend a 5th level or higher slot, you may pick any of the previous options and increase the cast spell's initial damage by 2d10 of the chosen type.

Arcano-Absorbtion

Starting at 10th level, as a reaction you can gain resistance to a spell, absorbing some of the damage with your armor and regenerating a combined level of spell slots equal to half the absorbed spell's casting slot, rounded down. Cantrips can be absorbed in this manner, but do not regenerate a spell slot. You can’t use this ability again until you finish a short or long rest.

Empowered Chaos

At 14th level, you can now empower your spells through your armor. Whenever you roll on the Reckless Casting table for a spell other than a cantrip, you can roll on the table that is one level higher than the expended spell slot.

Overload

When using Empowered Chaos and rolling on the Reckless Casting table would normally cause you to cast nothing, your arcanomechanical armor overloads. As the armor's magic resets, it produces an inner antimagic field that lasts until the start of your next turn, preventing you from casting spells, and making you unaffected by magical effects, ending any that is currently affecting you. If a spell was stored in the arcanomechanical armor, it is lost.

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