Wizard
Base Class: Wizard

Wizards of this school push magic and the imbuement of magical properties into the mundane to its limits. They stretch the known laws of arcane power and strive to reveal important truths about the nature of the multiverse.

Adherents of this school believe that innovation is best served through experimentation. They have a reputation for acting first, thinking second. Most wizards are scholars who have mastered their craft through careful study, rigorous practice, and endless hours of repetition. These wizards would rather throw arcane matrices together and see what happens.

Wizards of this tradition are regarded as savants to their faces, but wizards of other traditions often think of them as lunatics.

Inventing Adept

At 2nd level, you gain proficiency with two tools of your choice. As well as, achieving a basic understanding of how to use and make magic items:

  • You can attune to up to four magic items at once.
  • If you craft a magic item, ritual, or spell with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Thorough Study

Starting at 2nd level, you can use your bonus action to take the Use a magic item action as long as the origin of the item was crafted by you or the item was studied by you for a minimum of a long rest, costing the below values, based on rarity:

Common 25 GP
Uncommon 100 GP
Rare 1,000 GP
Very Rare 2,500 GP
Legendary 25,000 GP

 

Spell-Storing Item

At 6th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or spellcasting focus and store a spell in it. The item can store up to a level of spells equal to your Intelligence modifier and requires 1 action to cast (you needn't to have it prepared).

While holding the object, a creature can take an action to produce the spell's effect. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting Ability of the original caster, but is otherwise treated as if the creature holding the object cast the spell. If the spell requires concentration, that creature must concentrate.

The spell stays in the object until it has been used once or until you use this feature again to store a spell in an object.

Inventing Savant

At 10th level, your skill with magic items deepens more:

  • You can attune to up to five magic items at once.
  • If you craft a magic item, ritual, or spell with a rarity of rare, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Master of Invention

At 14th level, your ability to manipulate and create magic items has almost reached its precipice:

  • You can attune to up to six magic items at once.
  • If you craft a magic item, ritual, or spell with a rarity of very rare, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
  • You create one Signature Item of your choice from the below table. This item no longer requires attunement, if applicable, and cannot be separated from you by any means. 

 

Signature Item Table

  • Alchemy jug
  • Armblade
  • Bag of holding
  • Cap of water breathing
  • Goggles of night
  • Prosthetic limb
  • Rope of climbing
  • Sending stones
  • Wand of magic detection
  • Wand of secrets
  • Boots of elvenkind
  • Cloak of elvenkind
  • Cloak of the manta ray
  • Eyes of charming
  • Gloves of thievery
  • Lantern of revealing
  • Pipes of haunting
  • Ring of water walking
  • Wand sheath
  • Boots of striding and springing
  • Boots of the winterlands
  • Bracers of archery
  • Brooch of shielding
  • Cloak of protection
  • Eyes of the eagle
  • Gauntlets of ogre power
  • Gloves of missile snaring
  • Gloves of swimming and climbing
  • Hat of disguise
  • Headband of intellect
  • Helm of telepathy
  • Medallion of thoughts
  • Periapt of wound closure
  • Pipes of the sewers
  • Quiver of Ehlonna
  • Ring of jumping
  • Ring of mind shielding
  • Slippers of spider climbing
  • Ventilating lung
  • Winged boots
  • Amulet of health
  • Arcane propulsion arm
  • Belt of hill giant strength
  • Boots of levitation
  • Boots of speed
  • Bracers of defense
  • Cloak of the bat
  • Dimensional shackles
  • Gem of seeing
  • Horn of blasting
  • Ring of free action
  • Ring of protection
  • Ring of the ram

 

 

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