Base Class: Wizard
Alchemist and Gastronomist
Alchemist and Gastronomist: At 2nd level, you gain proficiency with Cook's Utensils and the Survival skill. Additionally, you can use your Wisdom modifier instead of Intelligence when determining your spellcasting ability for wizard spells.
Mystical Ingredients (2nd level):
- Healing Brew: You regain hit points equal to 1d6 + your Wisdom modifier at the beginning of each of your turns during combat and gain a base healing amount when consumed during a short rest.
- Elemental Essence: Choose one elemental type associated with the defeated creature. You gain resistance to that elemental damage type for 1 hour.
- Fortifying Flavor: Gain a +1 bonus to saving throws and ability checks for 1 hour.
- Mimicked Magic: If the defeated creature has innate spellcasting abilities, you gain a simplified version of one of its spells, which you can cast once before your next long rest.
Master Chef
At 6th level, your culinary skills have reached new heights. When you create a magical dish, you can choose to infuse it with additional magical potency. The effects of your dishes now last until the next long rest, and you can create two dishes during a short rest.
Master Chef (6th level):
- Potent Healing Brew: The healing from Healing Brew increases to 2d6 + your Wisdom modifier.
- Augmented Elemental Essence: You now choose two elemental types for Elemental Essence, gaining resistance to both.
- Enhanced Fortification: The bonus to saving throws and ability checks from Fortifying Flavor increases to +2.
- Spell Mastery: If you gain a spell through Mimicked Magic, you can cast it twice before your next long rest.
Gastronomic Alchemy
Gastronomic Alchemy: Starting at 10th level, you've perfected the art of combining alchemical and culinary techniques. You can create a special alchemical potion during a long rest. This potion, when consumed, grants the benefits of a short rest without requiring any time to pass. You can only benefit from this effect once per long rest.
Gastronomic Alchemy (10th level):
- Epic Healing Elixir: The healing from Potent Healing Brew increases to 3d6 + your Wisdom modifier.
- Elemental Warding: You gain immunity to one of the elemental damage types chosen for Elemental Essence for 1 hour.
- Masterful Fortification: The bonus to saving throws and ability checks from Enhanced Fortification increases to +3.
- Expanded Spell Mastery: If you gain a spell through Mimicked Magic, you can cast it three times before your next long rest.
Epicurean Mastery
Epicurean Mastery: At 14th level, your mastery of culinary alchemy reaches its zenith. You can now create a legendary dish during a long rest. This dish provides powerful and unique effects, such as temporary hit points, advantage on all saving throws for a short duration, or even a limited use of a powerful spell. The effects last until your next long rest.
Epicurean Mastery (14th level):
- Legendary Vitality: The healing from Epic Healing Elixir increases to 4d6 + your Wisdom modifier, and you gain temporary hit points equal to your wizard level.
- Elemental Invincibility: You gain immunity to both elemental damage types chosen for Elemental Essence for 1 hour.
- Peerless Fortification: The bonus to saving throws and ability checks from Masterful Fortification increases to +4.
- Supreme Spell Mastery: If you gain a spell through Mimicked Magic, you can cast it at its original level, and you gain an additional use.
Legendary Dish (14th level capstone):
- Searing Surge: Once per short rest, you can unleash a wave of elemental energy in a 30-foot cone, dealing damage based on the elemental type chosen for Elemental Essence. Creatures in the area must make a Dexterity saving throw or take full damage and have advantage on saving throws against that elemental type for 1 minute.
- Mystic Endurance: You gain advantage on all saving throws for 1 minute.
- Arcane Resilience: You gain proficiency in all saving throws for 1 minute.
- Spellweaver's Boon: Once per long rest, you can cast a spell of 5th level or lower without expending a spell slot. This spell can be chosen from any spell list, and it lasts for 1 minute.
- Legendary Vitality Enhancement: The temporary hit points gained from Legendary Vitality now last until your next long rest.
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