Wizard
Base Class: Wizard

Though many wizards study the arcane as their primary profession, some choose a more tangible approach to magic. Such people often have a love of alchemy, mathematics or physics, but still enjoy that spark of creation that magic can provide. Thus was born the profession of the Arcane Scientist; a wizard who could combine the arcane with the physical world around them in unexpected ways.

Through chemistry, the Arcane Scientists could refine magic into pure crystals of arcane energy. Using physics, they could bend and mould space to their advantage. With mathematics, they could empower their spellcasting powers to new heights. The Arcane Scientist quickly became a force to be reckoned with, and established themselves throughout the arcane community.

Studious Nature

2nd-level Arcane Scientist feature

You have studied both the physical and arcane world and have learnt to identify even the tiniest of linking factors between these two fields. You gain proficiency in the investigation skill if you don't already have it, and you gain proficiency with alchemist's supplies.

Arcane Distillation

2nd-level Arcane Scientist feature

You have learnt to distil magic down into its purist form using your knowledge of chemistry. Whenever you finish a long rest, you can scientifically produce an arcane crystal. This is a crystal of pure arcane energy. When you do this, roll on the Arcane Crystal table for the crystal's effect, which is triggered when someone chooses to crush the crystal in their hand (does not require an action).

You can use an action to create an additional arcane crystal by expending a spell slot of 1st level or higher for each one. When you do this, you choose the crystal's effect from the Arcane Crystal table. You can only create additional arcane crystals this way twice per long rest.

Creating an arcane crystal requires alchemist's supplies on your person, and any crystal you create with this feature lasts until it is crushed or until the end of your next long rest.

When you reach certain levels in this class, you can make more crystals at the end of a long rest: two at 8th level and three at 14th level. Roll for each crystal’s effect separately.

Arcane Crystal

D8

EFFECT

1

Alpha Crystal. The next spell the user cast is automatically cast at one level higher, up to a maximum of 5th-level. The spell uses the original spell slot.

2

Beta Crystal. If the next spell the user casts targets exactly one creature, doesn’t have a range of self and is of 3rd-level or lower, the user can target a second creature within range with the same spell.

3

Gamma Crystal. If the next spell the user casts requires concentration, if that spell subsequently ends before its maximum duration, it automatically lasts for one additional round without requiring concentration. The spell cannot last for more than its maximum duration.

4

Delta Crystal. If the next spell the user casts deals damage, the user can change the damage type of all damage dealt by the spell to one of Acid, Cold, Fire, Force, Lightning, Necrotic, Poison or Radiant. Additionally, that spell deals an additional 1d8 + your Intelligence modifier of the chosen damage type.

5

Lambda Crystal. If the next spell the user casts results in healing, that healing is increased by 2d4 + your Intelligence modifier.

6

Omicron Crystal. All creatures affected by the next spell the user casts have disadvantage on any saving throws made as part of that spell until the end of the caster’s turn.

7

Sigma Crystal. When the user next casts a spell, they gain temporary hit points equal to three times the level of the spell.

8

Omega Crystal. The next spell the user casts with a casting time of one action can be cast as a bonus action.

Elemental Reactivity

6th-level Arcane Scientist feature

Your knowledge of alchemy has granted you the ability to utilise the natural effects of mixing two different elements in your spellcasting. As a bonus action, you can imbue your magic with reactive energy. The next time you cast a spell before the end of your turn, if that spell deals elemental damage to a creature that has taken damage of a different elemental type since the start of your last turn and that damage was not imbued with elemental reactivity as part of this feature, the affected creature will suffer an additional effect based upon the combination of damage types (see the table below).

Elemental damage types are defined as acid, cold, fire, lightning and poison. You may only apply one combination effect per creature per turn. Additionally, combination effects of the same type do not stack. For example, if you have previously applied the Acid + Cold effect and it is still active, you cannot apply it again until the effect ends.

You can use this feature a number of times equal to your Intelligence modifier, and you regain all uses on a long rest.

Elemental Combination Table

DAMAGE COMBINATION

EFFECT

Acid + Cold

The creature’s movement speed is reduced by 10ft for the next minute.

Acid + Fire

For the next minute, the affected creature takes 1d4 fire damage at the start of each of its turns. The creature can use an action to end this effect upon themselves early.

Acid + Lightning

Choose another creature within 15ft of the affected creature. That creature must succeed on a Dexterity saving throw against your spell save DC or take 2d8 lightning damage. 

Acid + Poison

The creature’s AC is reduced by 1 for the next minute.

Cold + Fire

The creature must succeed on a Constitution saving throw against your spell save DC or be incapacitated until the end of its next turn. 

Cold + Lightning

The next attack roll made against this target before the end of your next turn has advantage.

Cold + Poison

The creature has disadvantage on all Constitution saving throws it makes until the end of your next turn. 

Fire + Lightning

 The creature must succeed on a Wisdom saving throw against your spell save DC or be blinded until the end of your next turn.

Fire + Poison

The creature has disadvantage on all attack rolls it makes before the end of your next turn.

Lightning + Poison

 The creature has disadvantage on all Dexterity saving throws it makes before the end of your next turn.

Hyperbolic Distortion

10th-level Arcane Scientist feature

From 10th level, you can manipulate space and physical distances to aid you and your allies, or befoul your enemies. You gain a number of abilities as part of this feature:

  • You add the misty step spell to your spellbook, if it is not already there. You always have it prepared, and it doesn't count against the number of spells you can prepare each day. Additionally, you can cast misty step once per short rest without expending a spell slot.
  • During another creature's turn, if that creature is within 60ft of you and you can see it, you can use your reaction to increase or decrease (your choice) its movement speed by 15ft. You can use this ability a number of times equal to your Intelligence modifier and you regain all uses on a long rest (minimum once).
  • You can use a bonus action to fold space around a creature you can see within 30ft. Unless the creature is willing, it must succeed on a Wisdom saving throw against your spell save DC or be teleported to an unoccupied space of your choice within 30ft of you. You can use this ability once per long rest.

Incantation Equation

14th-level Arcane Scientist feature

From 14th level, you can bolster your spellcasting potential with your understanding of mathematics. As a bonus action, roll a d10. The next time you cast a spell during this turn, you can cast one additional spell without using an action. Both spells cast must have a casting time of one action, and the product of their spell levels must equal the number rolled. For example, if you roll a 4 on the d10, you can cast two 2nd-level spells (2x2=4) or one 1st-level spell and one 4th-level spell (1x4=4). You can use this ability once per short rest.

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