Base Class: Wizard
BioChemistric's see the world in a diffrent way than others. They see it as a vast world full of mysteries and other things unlike others.
Biochemistry
Starting at 3rd level you know how to use Biochemistry. Once per Long Rest you may imbue any weapon that you are proficient with. Any weapon imbued this way will deal 2d6 acid damage in addition to any other damage. After the first use of that weapon ends this effect.
Natural Learner
Once per short rest you any cast any cantrip from the Sorcerer, Warlock or Wizard spell list. The amount you can cast increases at level 5th (2), 11th (3) and 17th (4).
Extra BioChemistric
Your atacks deal an extra 3d6 acid or poison damage (your choice). Once per Long Rest you may re-roll any acid or poison damage and add an extra 1d6 to the damage.
Spell Resister
You gain advantage on INT, WIS and CHA saving throws against spells with a DC of 14 or lower
BioChemistry Master
When you use your "BioChemistry" ability ignore the "After the first use of that weapon ends this effect."
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