So while I was in the process of remaking my school of infusion, the unearthed arcana's onomancy subclass dropped caused me to completely redesign the route that I went with it. Now I'm fairly content with that I've improved upon what I originally had, though I still have my doubts about this subclass. So for a quick summary, this subclass is supposed to be my attempt at the school of invention subclass, I loved the overall idea of the mad scientist so I focused on the idea of a wizard who twists their spells in it's own version of meta magic (called spell infusions) at the risk of the spell failing. I some of the "infusions" i came up with I'm fairly content with, but others I feel are still too similar to meta magic for my liking. If there's anything you'd like to suggest, I'd be more than happy to listen.
Level 2 - Arcanomechanical Armor - Changing the effects of spells to suit their own means is a dangerous practice. To alleviate risk to the user, these wizards created an arcane suit of armor to reduce injury to the caster as well as to assist with focusing their magic. 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. If the arcanomechanical armor is in need of repairs or is lost, at the end of a long rest you can create a new suit by magically infusing a suit of studded leather armor. Doing so removes the magic from your previous arcanomechanical armor, turning it into nonmagical studded leather.
Level 2 - Spell Infusion - At 2nd level, you gain the ability to modify the properties of your spells at the risk of the spell failing. You learn four of the following spell infusion options of your choice and my change the infusions known at the end of a long rest. When you cast a spell, you can add one spell infusion to the spell. You can use this feature as many times equal to your proficiency bonus and regain all uses at the end of a short or long rest. When you use a spell infusion, you must succeed an Intelligence saving throw (DC = 10 + the spell level), or the intended spell fails. If a spell failed, if a spell slot was used for the cast it is expended.
Infusion list
Alter: When you cast a spell that requires a creature(s) to make a saving throw, one of the following effects occur:
If the spell requires a Saving throw of Strength, Dexterity, or Constitution, you can substitute the saving throw type to Strength, Dexterity, or Constitution for the spell’s first saving throw.
If the spell requires a Saving throw of Intelligence, Wisdom, or Charisma, you can substitute the saving throw type to Intelligence, Wisdom, or Charisma for the spell’s first saving throw.
Empower: You can impose disadvantage or advantage on a spell’s first saving throw instead of giving a bonus or reduction.
Elastic: You can decrease your spell attack and your spell DC by 2 in order to double the range of a ranged spell. Alternately, you can choose to reduce the range of a spell by half to increase your spell attack or spell DC by 2. If the spell has a range of touch, increase the spell’s range to 30 feet.
Empower: You can now increase the range of your spell without reducing your spell attack or spell DC.
Focused: When you cast a spell with an area of effect that requires a saving throw, you can choose a creature in the affected area, to gain either a bonus or reduction equal to your intelligence modifier (minimum of 1) against the spell’s first saving throw.
Empower: You can now choose a number of creatures equal to your proficiency bonus to share this effect.
Imitate: You can cast a spell without its material component(s) if it is no higher than a 5th level spell, requires a gold cost no more than 100gp and does not consume the component(s) on use.
Empower: You can use this infusion on spells that consume the material components.
Potent: If the spell deals damage, you can reroll a number of damage dice equal to your intelligence modifier (minimum of one), and you can choose either roll. If the spell is a cantrip, increase the spell’s damage equal to your intelligence modifier (minimum of one).
Empower: The spell cannot deal less than half its maximum damage.
Simplify: If the spell has a casting time of 1 action, it can be cast as a bonus action. Alternately, if the spell has a casting a cast time of 10 minutes or less, it can be cast as an action. The spell must be cast at their lowest level.
Empower: You can instead roll your int saving throw to see if the infusion works at advantage.
Sustained: If the spell has a duration of 1 minute or more, you can double the duration of the spell, up to 24 hours. The spell now requires concentration for the duration, if the spell already requires concentration, increase the base concentration check DC equal to the spell's level.
Empower: You have advantage on concentration checks for maintaining spells.
Transmute: When you cast a spell that deals acid, cold, fire, force, lighting, poison, or thunder, you can substitute that damage type with one other type from that list. You can only replace one damage type for the spell, and this substitution occurs before the spell is cast.
Empower: In addition, you can substitute the following damage types; force, necrotic, psychic, or radiant.
Level 6 - Researcher’s Epiphany - Starting at 6th level, you seem to always remember the right spell at the right time. You can cast a spell that you do not have prepared from your spellbook at its lowest level, and must be of level of which you can cast. This feature can be used once per short or long rest.
Level 10 - Infusion Recovery - At 10th level, you have learned how to quickly adapt to your mistakes when utilizing infusions. When you fail the infusion save, you can choose to succeed instead. You can use this feature twice per long rest.
Level 14 - Empowered Infusions - At 14th level, you’ve improved upon what you knew about infusions. Your infusions now gain the empowered effect.
So while I was in the process of remaking my school of infusion, the unearthed arcana's onomancy subclass dropped caused me to completely redesign the route that I went with it. Now I'm fairly content with that I've improved upon what I originally had, though I still have my doubts about this subclass. So for a quick summary, this subclass is supposed to be my attempt at the school of invention subclass, I loved the overall idea of the mad scientist so I focused on the idea of a wizard who twists their spells in it's own version of meta magic (called spell infusions) at the risk of the spell failing. I some of the "infusions" i came up with I'm fairly content with, but others I feel are still too similar to meta magic for my liking. If there's anything you'd like to suggest, I'd be more than happy to listen.
Level 2 - Arcanomechanical Armor - Changing the effects of spells to suit their own means is a dangerous practice. To alleviate risk to the user, these wizards created an arcane suit of armor to reduce injury to the caster as well as to assist with focusing their magic. 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. If the arcanomechanical armor is in need of repairs or is lost, at the end of a long rest you can create a new suit by magically infusing a suit of studded leather armor. Doing so removes the magic from your previous arcanomechanical armor, turning it into nonmagical studded leather.
Level 2 - Spell Infusion - At 2nd level, you gain the ability to modify the properties of your spells at the risk of the spell failing. You learn four of the following spell infusion options of your choice and my change the infusions known at the end of a long rest. When you cast a spell, you can add one spell infusion to the spell. You can use this feature as many times equal to your proficiency bonus and regain all uses at the end of a short or long rest. When you use a spell infusion, you must succeed an Intelligence saving throw (DC = 10 + the spell level), or the intended spell fails. If a spell failed, if a spell slot was used for the cast it is expended.
Infusion list
Level 6 - Researcher’s Epiphany - Starting at 6th level, you seem to always remember the right spell at the right time. You can cast a spell that you do not have prepared from your spellbook at its lowest level, and must be of level of which you can cast. This feature can be used once per short or long rest.
Level 10 - Infusion Recovery - At 10th level, you have learned how to quickly adapt to your mistakes when utilizing infusions. When you fail the infusion save, you can choose to succeed instead. You can use this feature twice per long rest.
Level 14 - Empowered Infusions - At 14th level, you’ve improved upon what you knew about infusions. Your infusions now gain the empowered effect.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.