You are on page 1of 3

The School of Invention v4.2.

T
he School of Invention claims credit for
inventing the other schools of magic—a claim Arcanomechanical Armor
other wizards find absurd. Wizards of this Innovation is a dangerous practice, at least as far as
school push magic to its limits. They stretch members of this school practice it. As a shield against this
the known laws of arcane power and strive to risk, you have developed a suit of arcane armor.
reveal important truths about the nature of the Starting at 2nd level, you gain proficiency with light armor
multiverse. and gain a suit of arcanomechanical armor — a magic item
Adherents of this school believe that innovation is best that only you can attune to. While you are attuned to it and
served through experimentation. They have a reputation for wearing it, it grants you resistance to force damage.
acting first, thinking second. Most wizards are scholars who The armor is light armor and provides an AC of 12 + your
have mastered their craft through careful study, rigorous Dexterity modifier. It weighs 8 pounds. You can create a new
practice, and endless hours of repetition. These wizards suit of it at the end of a long rest by touching a nonmagical
would rather throw spells together and see what happens. suit of armor you are proficient with, which magically
Many wizards of this tradition are gnomes, alchemists, or transforms it. Doing so removes the magic from your
both, and they take pride in the magic-infused armor they previous arcanomechanical armor, turning it into nonmagical
don. The armor not only provides protection, but it is also armor. The armor acts as a spellcasting focus for you.
designed to help the wizard channel magic in unpredictable
ways. Wizards of this tradition are regarded as savants to
their faces, but wizards of other traditions often think of them Reckless Casting
as lunatics. Starting at 2nd level, you can attempt to cast a spell you don’t
have prepared. When you use this ability, you use your action
School of Invention and choose one of the following options:
Features Roll on the Reckless Casting table for cantrips and cast
the resulting spell as part of this action.
Wizard Expend a spell slot and roll twice on the Reckless Casting
Level Feature table for its level, or the 5th level table if the slot is 6th
2nd Tools of the Inventor, Arcanomechanical Armor, level or higher. Pick which of the two results you want to
Reckless Casting use and cast the resulting spell as part of this action.
6th Spell Storing
10th Arcano-Absorbtion
Spell Storing
14th Empowered Chaos
At 6th level, the arcanomechanical armor can now store one
of your spells produced from Reckless Casting. After you
have rolled on the Reckless Casting table, you can decide to
Tools of the Inventor store the chosen spell in the armor. The stored spell counts
as a Wizard spell for you. The armor can only hold one spell
At 2nd level, you gain proficiency with two tools of your at a time, additional spells attempted to be stored will be
choice. expended without effect. The stored spell is automatically
emptied on long rest, and cantrips cannot be stored.
Having a spell stored infuses your armor with extra power,
The Inventor's Component Pouch granting the following options:
At the DM's discretion, if you have a component You may cast the stored spell following the regular rules of
pouch when you choose the School of Invention, casting, but without expending a spell slot.
you may fill it with all of the materials needed to When you cast a spell that deals acid, cold, fire, lightning,
cast the spells found in the reckless casting table. or thunder damage, you may consume the currently
Otherwise you can use a spellcasting focus for stored spell, or expend a spell slot to substitute that
these spells as normal. damage type for another one from that list.
You may also pick from poison or psychic damage if the
consumed spell or expended slot is at least 2nd level, radiant
or necrotic damage if it's at least 3rd level, or force damage if
it's at least 4th level. If you consume a 5th level spell or
expend a 5th level or higher slot, you may pick any of the
previous options and increase the cast spell's initial damage
by 2d10 of the chosen type.
Arcano-Absorbtion
Starting at 10th level, as a reaction you can gain resistance to
a spell, absorbing some of the damage with your armor and
regenerating a combined level of spell slots equal to half the
absorbed spell's casting slot, rounded down. Cantrips can be
absorbed in this manner, but do not regenerate a spell slot.
You can’t use this ability again until you finish a short or long
rest.

Empowered Chaos
At 14th level, you can now empower your spells through your
armor. Whenever you roll on the Reckless Casting table for a
spell other than a cantrip, you can roll on the table that is one
level higher than the expended spell slot.
Overload
When using Empowered Chaos and rolling on the Reckless
Casting table would normally cause you to cast nothing, your
arcanomechanical armor overloads. As the armor's magic
resets, it produces an inner antimagic field that lasts until the
start of your next turn, preventing you from casting spells,
and making you unaffected by magical effects, ending any
that is currently affecting you. If a spell was stored in the
arcanomechanical armor, it is lost.

Credits
This subclass is a cleaned up, updated version
based on /u/Nomiraged's revision of the original
Unearthed Arcana subclass developed by Wizards
of the Coast (The School of Invention).
This subclass is developed for the Wizard Class
published for Dungeons and Dragons 5th edition,
owned and published by Wizards of the Coast.
Reckless Casting table modifications sourced
from /u/Rancerle's revision.
Art Credit Svetlin Velinov/Wizards of the Coast LLC
Reckless Casting Tables
Cantrips 3rd level
1d10 Spell 1d10 Spell
1 Acid Splash 1 Blink
2 Chill Touch 2 Fear
3 Fire Bolt 3 Bestow Curse
4 Blade Ward 4 Fireball
5 Poison Spray 5 Fly
6 Ray of Frost 6 Spirit Guardians
7 Shocking Grasp 7 Lightning Bolt
8 Sacred Flame 8 Vampiric Touch
9 Thorn Whip 9 Haste
10 Roll again twice and cast each spell, but if you roll 10 Roll again twice and cast each spell, but if you roll
another 10 on either die, you cast nothing, wasting another 10 on either die, you cast nothing, wasting
your action, but not the spell slot. your action, but not the spell slot.

1st level 4th level


1d10 Spell 1d10 Spell
1 Magic Missile 1 Otiluke's Resilient Sphere
2 Chromatic Orb 2 Confusion
3 False Life 3 Evard's Black Tenticles
4 Hideous Laughter 4 Banishment
5 Faerie Fire 5 Greater Invisibility
6 Color Spray 6 Ice Storm
7 Burning Hands 7 Phantasmal Killer
8 Thunderwave 8 Polymorph
9 Fog Cloud 9 Wall of Fire
10 Roll again twice and cast each spell, but if you roll 10 Roll again twice and cast each spell, but if you roll
another 10 on either die, you cast nothing, wasting another 10 on either die, you cast nothing, wasting
your action, but not the spell slot. your action, but not the spell slot.

2nd level 5th level


1d10 Spell 1d10 Spell
1 Blur 1 Cloudkill
2 Darkness 2 Cone of Cold
3 Enlarge/Reduce 3 Destructive Wave
4 Gust of Wind 4 Flame Strike
5 Invisibility 5 Conjure Elemental
6 Mirror Image 6 Mass Cure Wounds
7 Melf's Acid Arrow 7 Insect Plague
8 Scorching Ray 8 Synaptic Static
9 Shatter 9 Telekinesis
10 Roll again twice and cast each spell, but if you roll 10 Roll again twice and cast each spell, but if you roll
another 10 on either die, you cast nothing, wasting another 10 on either die, you cast nothing, wasting
your action, but not the spell slot. your action, but not the spell slot.

You might also like