Wizard
Base Class: Wizard

The School of Tinkering has taught you how to trap magic into gadgets that you've made allowing others to access some of your magic. You can work longer on spells and take breaks between casting as you work on your mechanical devices.

Tinkering Savant

Starting at 2nd level, you gain proficiency in tinker's tools and can use them as your spellcasting focus for your wizard spells. You can also change your list of prepared spells when you finish a short rest as long as you spend the time using tinker's tools to alter your devices.

Spell Storing Devices

Beginning at 2nd level, you can stop working on a spell as you trap it in your device until you wish to continue. When you are casting a spell that has a casting time of 1 minute or longer you can stop casting the spell to finish it later. The spell slot is used when you pause the casting time. When you choose to continue to cast the spell you can resume the casting time from where you stopped. If you take a long rest the magic in the device fades and you have to start casting the spell with a new spell slot and the fully casting time. 

A creature can make an Intelligence (arcana) check (DC 10 + the spell's level) to work out your device is magical. Creatures can attempt to reverse your work or destroy it, if you have paused the casting time. To destroy the device a creature must deal an amount of damage equal twice the spells level + your intelligence modifier. Your device is immune to poison and psychic damage. To reverse your casting time a creature must make an Intelligence (investigation) check against your spell save DC, on a success they can spend their turn dismantling your device. If a creature destroys or dismantles your device the spell slot is lost and you cannot attempt to fix your device to cast the spell.

Delayed Devices

Starting at 6th level, you can change how long it takes for your devices to activate. When you cast a wizard spell of 1st level or higher and have your tinker's tools available, you can delay its effect for up to a number of minutes equal to three times your intelligence modifier.

Endless Gadgets

Beginning at 10th level, you can prepare a number of extra spells equal to your Intelligence modifier and you can attune to one extra magic item. You can choose to not be able to attune to an extra magic item, if you do you can help another creature to attune to an extra magic item. To do this, you must spend the time the creature spends attuning to it with the creature and have tinker's tools available.

Magical Tampering

Starting at 14th level, you can trap and share magic through devices. You or a creature can transfer a spell slot (maximum of 5th level) into one of your devices, you must spend a number of minutes equal to the level of the spell slot to do this. While the spell slot is in your device you can do any of the following:

  • A creature can spend a number of minutes equal to the spells level to gain that spell slot.
  • When you cast a spell of 1st level or higher, you can reduce the level of the stored spell by one to increase the level of the spell slot you use to cast a spell by one (you may cast a spell one level above the spell slot used if you use this ability).

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