Base Class: Wizard
The School of Infusion is known for its experimentation of magic. As part of your studies, students of this school are expected to bend and weave their spell by the means of spell infusions. This changing the properties of the spells, and sometimes to the point that the spell fails, which can lead to unexpected consequences. To protect themselves from these mishaps, they have created a suit of magic armor that protects them from injury during these experimentations. Others may look upon the wizards of this school as mad scientist who consistently cause trouble with their experiments, and would love nothing more than to create the next big thing in spell casting.
Arcanomechanical Armor
Changing the original effects of spell in order to suit their own means is a dangerous practice. To alleviate the risk of the user, these wizards created an arcane suit of armor to assist with focusing their magic as well as reduce injury to the caster.
Starting at 2nd level, you gain proficiency with light armor and gain a suit of [Tooltip Not Found] — 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 [Tooltip Not Found] 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. Doing so removes the magic from your previous [Tooltip Not Found], turning it into nonmagical studded leather.
Spell Infusion
At 2nd level, you gain the ability to modify the properties of your spells. You gain two of the following spell infusion options of your choice and gain one additional option at 6th, 10th, and 14th level. 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 Intelligence modifier (minimum of 1) and regain all uses at the end of a long rest. When you use a spell infusion, you must succeed an Intelligence saving throw (DC = 12 + the spell level), or the intended spell fails.
Alter
When you cast a spell that requires a spell save, you can roll a d6 to change the spell’s save type; 1. Strength, 2. Dexterity, 3. Constitution, 4. Intelligence, 5. Wisdom, 6. Charisma. If you land on the spell’s original saving throw, you must still use that save. Additionally, you can choose to expend an additional use of spell infusion to choose the save type.
Elastic
You can take a minus to 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.
Focused
When you cast a spell with an area of effect that requires a saving throw, you can choose one creature in the affected area, and either give the creature advantage or disadvantage on the saving throw.
Imitate
You can a spell without the material component(s) if it is no higher than a 5th level spell, does not consume the component(s) on use, and requires a gold cost no more than 100gp.
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) instead.
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.
Sustained
If the spell has a duration 1 minute or more, you can double the duration of the spell, up to 24 hours. The casted spell now requires concentration for the duration, if the spell already requires concentration increase the concentration check DC equal to the spell level.
Transmute
You can change one damage type of a spell, if the spell uses one of the following damage types. Roll a d8 to determine the new damage type of the spell; 1. Acid, 2. Cold, 3. Fire, 4. Force, 5. Lightning, 6. Poison, 7. Thunder, 8. Roll twice and choose one option die for damage type. If you roll an 8 a second time, choose the other roll; If both rolls are an 8, then the spell fails. Additionally, you can choose to expend another use of spell infusion to choose the damage type.
Stable infusion
Starting at 6th level, being an avid wielder of spell infusions, you have become accustom to altering your spells more often. You can use spell infusions as many times equal to twice your Intelligence modifier (minimum of 1). Additionally, once per long rest, you can regain half (rounded up) of your infusion charges at the end of a short rest.
Researcher’s Epiphany
Starting at 10th level, you seem to always remember the right spell for 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.
Infusion Mastery
At 14th level, through consistent use of infusions, it has almost become second nature to modify your spells. You have advantage on Intelligence saving throws for spell infusions.

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