Wizard
Base Class: Wizard

The State Alchemist. A scholar who uses the laws of Equivalent Exchange to reshape the battlefield instantly.

Level 3: Alchemical Savant

You have mastered the scientific principles behind magic.

  • The Transmutation Clap: You can use your empty hands as a Spellcasting Focus. If you do, you can perform the Somatic components of spells even if your hands are full (by clapping them together), and you ignore Verbal components for Transmutation spells (you don't chant; you just construct the formula).

  • Formula Substitution: When you cast a Wizard spell that deals damage, you can replace the damage type with Acid, Cold, Fire, Lightning, Thunder, or Bludgeoning. This allows you to specialise (like Flame Alchemists) or adapt to any situation.

Level 3: Matter Manipulation

You can reshape the physical world with a touch. As a Bonus Action, you can touch a non-magical surface (stone, wood, or earth) within 5 feet and transmute a 5-foot cube of it into a new form. Choose one effect:

  • Barricade: You pull material up to create a wall. The space becomes Total Cover for a Medium or smaller creature. The wall has AC 15 and 20 HP.

  • Snare: You soften the ground or create spikes. The space becomes Difficult Terrain. The first creature to enter the space takes 1d6 Piercing damage.

  • Weaponise: You form a simple melee weapon (like a spear or hammer) from the material. It lasts for 1 minute.

Level 6: Equivalent Exchange

You understand that to obtain, something of equal value must be lost.

  • Sacrificial Recovery: You can bypass the normal limits of your magical reserves by fuelling them with your own vitality. As a Bonus Action, you can expend hit dice to recover an expended spell slot. The cost is a number of Hit Dice equal to the level of the spell slot. You take Necrotic damage equal to the roll of those Hit Dice (this damage cannot be prevented).

  • Defensive Reconstruction: When you take damage, you can use your Reaction to expend a spell slot of 1st level or higher to transmute the air or ground into a shield, reducing the damage by 1d10 + your Intelligence modifier + (5 × the slot level).

Level 10: Master of Deconstruction

You can break down matter as easily as you build it.

  • You learn the Fabricate and Passwall spells. They are always prepared.

  • Combat Alchemy: You can cast Fabricate, Stone Shape, or Passwall as an Action (instead of their usual casting times).

  • Siege Specialist: Your spells deal double damage to objects and structures.

Level 14: The Truth

You have glimpsed the source of all knowledge.

  • Human Transmutation: You learn the Clone or Resurrection spell (your choice). It counts as a Wizard spell for you.

  • Ultimate Transmutation: As an Action, you can touch a creature and attempt to deconstruct their physical form. The target must make a Constitution saving throw. On a failure, they take 10d10 Force damage and are Stunned until the end of your next turn. On a success, they take half damage. If this damage reduces a creature to 0 Hit Points, they are disintegrated (as per the Disintegrate spell). Once you use this feature, you cannot use it again until you finish a Long Rest, unless you expend a spell slot of 7th level or higher to use it again.

Human Transmutation (Clone)

You learn the Clone spell. It counts as a Wizard spell for you.

Human Transmutation (Resurrection)

You learn the Resurrection spell. It counts as a Wizard spell for you.

School Of Alchemy Image

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