Wizard
Base Class: Wizard

Alchemy is the use of magical and non-magical substances to produce elixirs that can be used or sold to the general populous. Alchemy is often popular among those without the talent to cast spells by normal means, therefore allowing them to act as a pseudo-caster for the duration of the potions' effects. Wizards specializing in this school often end up selling their concoctions for extra money, or saving them for moments where they can or shouldn't use their spellcasting.

Alchemical Arcanum

Beginning when you choose this school at 2nd level, you gain expertise in Alchemist's Supplies and you may use them as your spellcasting focus.

The amount of time and material cost is halved when crafting potions.

Elixir Crafting

Starting at 2nd level, you are able to spend time creating magical elixirs to aid you in your adventures. You may use your Arcane Recovery feature to create elixirs during a short rest instead of regaining spell slots. You may create as many elixirs as you want as long as your Arcane Recovery could restore that many levels worth of spell slots.

For example, if you’re a 4th-level wizard, You can create either a 2nd-level elixir or two 1st-level elixirs.

The elixirs encapsulate spells that you have knowledge of and they last until you next use this feature.

Elixirs can be used as a bonus action, but if the action is used to cast a spell, the non-elixir spell must be a cantrip.

Potent Concoctions

You have trained to create particularly potent concoctions. When you cast a spell using Alchemist's Supplies that causes damage or restores hit points, you can roll the spell's damage or healing dice twice and use either set of rolls against the target. You can use this benefit only once per turn.

Elemental Research

Beginning at 10th level, you can choose one following damage types: acid, cold, fire and poison.

  • Spells that you cast ignore resistance to damage of the chosen type.
  • When you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
  • You gain resistance to the chosen type.

In addition, you have advantage on saving throws against the poisoned condition.

After a long rest, you can change the damage type to another in the list.

Advanced Alchemy

Starting at 14th level, you can increase the power of your simpler spells. When you cast a spell of 1st through 5th level that deals damage or restores hit points, you can deal maximum damage or healing with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

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