Base Class: Wizard
This particular school of wizardry focuses on buffing themselves physically through the power of concoctions of their own creation. but suffering from major drawbacks in return.
Level 3: Special Potion
Once a day you can spend 1 hour creating your "special potion". The potion gives you the following effects for 1 hour;
-Your hit point maximum is doubled
-Your strength score is set to 20 if it is above 20 already then this has no effects
-You have proficiency and advantage on strength saves and checks
-Your speed is increased by 25ft
-Your unarmed strikes are 1d6 + your Strength Modifier
-If you consume this 'Special potion', you must consume another within the next 24 hours or suffer from 2 points of exhaustion for the following 24 hours.
Level 6: Spicy Chemistry
Your Special potion now gains the following added benefits;
-You belch a ball of potion fumes every time you take damage dealing 1d4 acid and 1d4 fire damage to creatures in a 5ft cone in front of you and creatures affected by this ability must make a constitution save of 10 + half of your character level or become poisoned for until after their next turn in combat.
-You recover 1d4 hit points per round of combat
-You gain and + to you AC equal to your Constitution Modifier
-Your unarmed strikes gain an additional 1d6 force damage and become magical for the purpose of overcoming resistances
-You become 1 size category larger and gain the trait "powerful build"
Level 10: Might Over Magic
Your potion gains the following benefits'
-You lose the ability to cast spells but instead you now add your Intelligence modifier to your damage rolls along with and additional attack per turn.
-You gain resistance to nonmagical damage.
-Your speed is increased by an additional 25ft
Level 14: Lost in the Sauce
Your potion gains the additional benefits;
-You become mentally numb to mental influences and become immune to mind control, and the charmed condition
-You now become 2 size categories' larger instead of 1
-You grow spiny abrasive skin that deals 4 damage to anyone that deals damage to you and are within 5ft of you. (You can decide what your skin looks like, but the function stays the same)
-You reduce all incoming damage by 2
-Once a turn you can spend a spell slot and add additional 2d6 force, thunder, fire, or psychic damage to your unarmed attacks, rerolling 1's for damage.
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