Homebrew
hit dice:
1d8
hit points at 1st level:
1d8+Con
hit points at higher levels:
1d8+Con
armor proficiencies:
Light Armor
weapon proficiencies:
Simple Weapons
tools:
Alchemist's tools
saving throws:
Constitution, Wisdom
skills:
Choose 2 from Slight of Hand, Arcana, Insight, Medicine, Intimidation, Performance
starting equipment:
Padded Armor
Explorer's Pack
(a) Shortsword or (b) Shortbow & 20 Arrows
Spellbook
spellcasting:
Cantrips
At first level you know 3 cantrips of your choice from the Wizard spell list.
Spells
You know 6 spells starting level 1. These spells are stored in your spell book. Your spells use the wizard spell list.
Spell Book
Your spell storage, if damaged causes you to loose spells. Cantrips cannot be lost in this manner.
Spell Slots
You have full spell slots (check Wizard/Sorcerer Spell Slots table).
SpellCasting Modifer
Your spell casting modifier is (ability).
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast spells as a ritual if you use your spellcasting focus. Your spellcasting focus is your spell book.
Spell Storage Misshaps
If your spell storage is damaged you can loose spells, for example a spell book being in water or traveling in the phlogiston, these can cut off access to specific magic sources.
Spell Flavor
You can modify aspects of a spell when you create them or get them from a class source and not an external source. Things you can modify are damage, wording, and appearance. Example of a fire bolt being changed to do cold damage and looking like a dragon skull made of ice. You can decide the verbal and somatic components, and if you discuss with your DM you can modify what the material components are.
class features:
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Level 1:
Extra
(+2) lvl1 spell slots
(+5) experimentation points
(+3) cantrips
Experimentationist
You are experienced with experimentation and well equipped to test systems of the universe in order to see how they work.
Experimentation Points.
Starting level 1 you have 5 experimentation points which you gain back after a long rest, you can use these points for many different things, based on your subclass you can do different possible experiments to gain different benefits.
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Level 2:
Extra
(+1) lvl1 spell slot
(+1) Experimentation points
Expirimentationalist’s Study
You choose your subclass.
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Alchemist
Your experienced in creating alchemical compounds and using them in complex ways that prove useful to others.
Using alcohol you can mix materials with it to make specific potions and use these potions to buff your party.
Potion Distribution
You can use 2 experimentation points to duplicate a potion.
Reverse Engineer
You can reverse engineer a potion for 4 experimentation points.
Potion Combination
You can combined to potions to gain more benefits for 1 experimentation point.
Mage
You have decided to test Magic’s limits, you gain access to every spell list and can gain a new spell using experimentation points as follows.
5 = level 1 spell or cantrip.
8 = level 2 spell or level 3 spell.
10 = level 4 spell or level 5 spell.
13 = level 6 spell or level 7 spell.
15 = level 8 spell.
18 = level 9 spell.
You can also use experimentation points to do the following.
Cast a second spell = 3 points
Increase the time of a spell = 2 points
Change the damage type = 1 points
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Level 3:
Extra
(+1) lvl1 spell slot
(+2) lvl2 spell slot
(+1) Experimentation point
Spell Bomb
You can use 2 Experimentation points to make your spells have a 5ft radius around the strike point.
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Level 4:
Extra
(+1) lvl2 spell slot
(+1) experimentation point
(+1) cantrip
Ability Score Improvement
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When you reach this level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Proficiency Versatility
Enhances Ability Score Improvement.
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Cantrip Versatility
enhances Ability Score Improvement, optional feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the spell list.
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Level 5:
Extra
(+1) lvl2 spell slot
(+2) lvl3 spell slots
(+1) Experimentation point
Subclass Feature
You get your first subclass feature.
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Alchemist: Extended Potions
You can double the duration of potions using 4 points.
Mage: Vampiric Cantrips
You can use necrotic damage dealt by cantrips to heal half the damage dealt.
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Level 6:
Extra
(+2) 3lvl spell slots
(+1) experimentation point
Enchantment
You can use 3 experimentation points per weapon to apply 1 temporary effect to any weapons giving them a quality it doesn’t have until your next long rest.
Enchantments;
1 You can apply the ‘Silvered’ attribute to a weapon.
2 You can apply the ‘+2’ attribute to a weapon.
3 You can change damage to any elemental damage to a weapon.
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Level 7:
Extra
(+1) lvl4 spell slot
(+1) experimentation point
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Level 8:
Extra
(+1) lvl4 spell slot
(+1) experimentation point
Ability Score Improvement
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When you reach this level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Proficiency Versatility
Enhances Ability Score Improvement.
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Cantrip Versatility
enhances Ability Score Improvement, optional feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the spell list.
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Level 9:
Extra
(+1) 4lvl spell slot
(+1) 5lvl spell slot
(+1) experimentation point
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Level 10:
Extra
(+1) lvl5 spell slot
(+1) experimentation point
(+1) cantrip
Subclass Feature
You get your subclass feature.
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Alchemist: Splash Potions
You can make it so you can throw potions, the throw distance is 15/30ft and any creatures within 5ft of the splash zone gain the effect of the potion.
Mage: Spell Artillery
Your spell has doubled range and your spell bomb ability gains 5ft.
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Level 11:
Extra
(+1) lvl6 spell slot
(+2) experimentation points
Spell Experimentation
You can combine the effects of 2 different spells using a spell slot higher then the higher spell slot one (so for example a fireball and an entangle creating a radius of flaming plants which deal 8d6 fire damage to anything that fails it’s dex save as long as you concentrate on the spell, repeating till the timer is up and creating difficult terrain).
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Level 12:
Extra
(+1) experimentation point
Ability Score Improvement
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When you reach this level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Proficiency Versatility
Enhances Ability Score Improvement.
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Cantrip Versatility
enhances Ability Score Improvement, optional feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the spell list.
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Level 13:
Extra
(+1) lvl7 spell slot
(+1) experimentation point
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Level 14:
Extra
(+1) experimentation point
Subclass Feature
You get your subclass feature.
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Alchemist: Spell Potions
You can turn your spells into potions using 2 experimentation points.
Mage: Spell Nuke
You can spend 1 point to increase a spell’s effect radius by 5ft up to 5 points for an additional 25ft.
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Level 15:
Extra
(+1) 8lvl spell slot
(+1) experimentation point
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Level 16:
Extra
(+1) experimentation point
Ability Score Improvement
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When you reach this level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Proficiency Versatility
enhances Ability Score Improvement
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Cantrip Versatility
Enhances Ability Score Improvement, optional feature.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the spell list.
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Level 17:
Extra
(+1) 9lvl spell slot
(+1) experimentation point
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Level 18:
Extra
(+1) experimentation point
Spell Power
You can use 2 experimentation points to add an additional damage dice to your spells.
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Level 19:
Extra
(+1) 6lvl spell slot
(+1) experimentation point
Subclass Feature
You get your subclass feature.
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Alchemist: Potion Bomb
You can increase the splash radius or give your potion more duration using experimentation points.
Using 2 experimentation points you can add 5ft to the splash radius of the potion.
Using 2 experimentation points you can add 6 seconds (1 round) to the duration the potion lasts.
Mage: Tri-spell devastation
You can casts thribrid spells containing the effects of 3 different spells casting it at 2 spell slots above the highest spell or at the maximum spell slot you have up to the level of the highest level spell. Example of casting a 7th level spell, 6th level spell, and 5th level spell using either a 9th, 8th, or 7th level spell slot to cast it multiple times.
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Level 20:
Extra
(+1) lvl7 spell slot
(+1) experimentation point
Ability Score Improvement
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When you reach this level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Proficiency Versatility
Enhances Ability Score Improvement.
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Cantrip Versatility
enhances Ability Score Improvement, optional feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the spell list.
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subclass options: