Base Class: Wizard
Scientists gain the ability to combine the effects of spells to greatly increase the yield of damage or healing. Additionally, this subclass allows for magical traps to be deployed much more regularly. Depending on who chooses to become a scientist, results of spellcasting may vary greatly.
Level 3: Scientific Prowess
You learn the spells Identify and Comprehend Languages. You always have these spells prepared, and they do not count against the number of spells you can prepare. If you already have one or both of these spells, you may choose one or two different spells to add to your spell list for free. Identify and Comprehend languages will still always be prepared.
Level 3: Caster's Innovation
Whenever you cast a spell, you may choose two spells to cast simultaneously. The spells must be of the same level for them to be used this way, and both spells will only use a single spell slot. When you activate this feature, you may pick which aspects of the spell you would like to carry over. For example, you may choose to combine the range of the spell Magic Missile with the healing aspect of Cure Wounds. This would effectively let you cast Cure Wounds on three creatures of your choosing within a range of 120 ft.
In other words, you may combine any variations of the range, damage type, damage/healing dice, and effects of the two spells you combine. You must provide material components for both spells.
Of the two spells you combine, the longer casting time will always go into effect. For example, if you were to combine the spells Identify and Ice Knife, the casting time would be 1 minute instead of 1 Action. If one spell you cast causes a saving throw, and the other calls for an attack roll, the DM decides which to use for this casting. If the spells you combine require two different kinds of saving throws, the DM decides which saving throw will be used. Otherwise, if both call for an attack roll, or both call for a saving throw of the same type, proceed as normal.
Level 6: Quick Thinking
You have the ability to instantly recognize an opponent's weak spot, granting you the uncanny ability to exploit any opening they leave. When you cast a spell, you may grant yourself advantage on the attack roll or one opponent disadvantage on their saving throw. You may do so an amount of times equal to your Intelligence modifier (minimum of one time), and this ability resets after a long rest.
Level 10: Combination Mastery
After training your spells so that you can combine them at will, you have begun to figure out that you can level them like any of your other spells. When you combine tow spells using your "Caster's Innovation" feature, you may increase the level at which you cast them using the same rules as if they were a single spell. If one or both of the spells you combine have rules for if you cast them using a higher spell slot, the enhanced effects occur.
Level 14: Mad Scientist's Blood
By this point, you have fully embraced that there is more to magic than meets the eye initially. You are fully committed to making magic as deadly or as helpful as it can possibly be. Whenever you roll damage/healing dice, you may take an any amount of damage and add the hit points you lost to the roll. You may only do this once per turn.
Additionally, you may take a bonus action on your turn to make an attack against a creature within range. If the attack hits, you may then add that damage to the next damage/healing roll you make during the casting of a spell. This additional damage/healing expires at the beginning of your next turn.
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