Wizard
Base Class: Wizard

As a Scientist you have many routes you can go to achieve a greater understanding of the world around. Once you have leveled up and declare your field of study you will have many aveneues open up to you. Keep in mind, a scientist uses there mind for a greater understanding of the world around them. Wheather that is to the betterment or detriment of the world, that is up to you.

Inertia

At lvl 2 you have a breakthrough. Once per day you can remove or add friction from one weapon with in range 30ft for one hour.

Removing friction adds speed to the weapon giving it a +3 to hit and 1d4 extra damage.

Adding resistance to a weapon causes it to slow. Roll a 1d4 to reduce it's chance to hit and 1d6 to reduce the damage if taken.

Time to Study

Now time to get serious. Choose your field of study. Choose one of the 4 fields.

 

Astronomy

You let the stars guide you and because of that you always know which way is north and you have proficiency with Navigators tools with advantage.

Chemistry

You have proficiency with Alchemist supplies and get advantage on creating alchmical compounds.

Engineering

You have proficiency with Tinkers tools and get advantage when using them.

Physics

You have a greater understanding of the universe Re-roll one ability chick per-day.

Divergent Paths

Lvl 6 now it's time to experiment. Choose the skill that aligns with your field.

Chem- Bio-chemist you gain the spell Adrenaline at lvl. Plus a bonus to +2 to medicine checks.

Chem- Organic chemist add your alchemical potions to your elemental magic spells.

Enge- mechanical engineer you can take a day and make, with proper components, a clock work pet. A clockwork spider with climbing and poisionous bite, a clockwork owl with flying and darkvison or a clockwork wolf with a bite attack and 100lb worth of storage.

Enge- Electrical engineer you can take a day and make, with proper components, a magnetic repulser. The repulser holds 5 charges that can be used for on a reaction to deflect an in coming melee, ranged or single target attack spell. To recharge take one day.

Astro - Astrochemist you have the power to weild the power of the stars with spell Cosmic radiance.

Astro- Cosmology give you the ability to know past and see where the future is going. Plus 2 and advantage on history checks and the spell Spacial Divination.

Phy- Theoretical Physics can give you advantage. Once a day if you would roll at disadvantage, roll at advantage instead.

Phy- Experimental Physics gives you the spell molecular break down and plus 2 to arcana.

 

Breaking the Rules

You've made major strides in your field of study, now it's time to branch out. Choose another field of study and add it's knowledge to your own.

At lvl 10 you made need a place to work now. Gain the spell Extradimentional Laboratory. 

Understanding

At lvl 14 your knowledge of the working world is grand indeed. Take your time and choose one related to your field or fields of study.

Chem- Molecular Bio-chemist, once a day you enhance the genetic structure of you or an ally giving you +2 to an ability score for one day.

Chem- Inorganic chemistry,  using your alchemy supplies you can imbue yours of ally weapons or armor with magical elemental effect. Giving the weapons +3 elemental damage of your components, or give elemental resistances.

 Enge- Robotics, It will take you two days but you can create a humanoid clock work robot. The Robot will be your lvl rounded down one.  The Robot will be of your race. Talk to your Dm on the focus you want your robot to have and roll with your tinker tools.

Enge- Advance Electrical, It will take two days. You can create  a suit for your self or your allies that use magnetic fields to defend and repel attacks. The suit count as no armor and gives +5 to AC. The suit has a Special action and reaction. As an action the wearer can revers the the suits magnetic field to draw enemy weapons to them. They must succeed a str dc of 15 or be disarmed. As a reaction the wearer can discharge the field, paralyzing the enemy for one round.

Astro- Plasma, All fire spells you have are now know as Plasma. Increase the damage die by 2 and any creature or item hit with it is set on fire.

Astro- Exopaleontology,  you have seen in to distant galaxies, now bring something back. You can summon an Alien Horror to the field under your command. Controlling it and commanding it will require concentration.

Phys- Relativity, You can choose to go first on initiative. On reaction you can choose to use you movement from you next turn to doge and move half your speed away from the enemy. this reaction can not be use twice in a row. 

Phys- Quantum, You can vibrate your molecules at such a fast speed that melee and and ranged attacks pass right through you. This does require concentration. You can also pass through non magical walls and items with no problem. If you loose concentration while passing through something, You take 1d8 force damage and are stunned for two rounds.

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