Wizard
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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