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School of Biowizardry

Internal Spellbook

Starting at 2nd level, you may choose to inject a spell inside of yourself instead of copying it into your spellbook. While creating the spell injection, the time spent creating it is doubled and the cost is equal to 75GP per spell level instead of the normal amount for copying spells into your spellbook. You now know that spell forever and can cast the spell even without your spellbook or an arcane focus, however, you still need to prepare the spell and provide any components required to cast it.

Arcane Injection

Starting at 2nd level, as an action, you can inject a willing creature you can see within 60ft with arcane energy. That creature gains a +2 bonus to one of their ability scores for 1 minute . If you inject another creature, this bonus ends. This feature cannot increase a creature's ability scores beyond 20. You may use this feature a number of times equal to your Intelligence modifier per long rest. Any hit points gained from increasing a creature's constitution through this feature is instead gained as temporary hit points.

Pertain Injection

Starting at 6th level, during a long rest, you may inject yourself with a more powerful arcane injection, allowing you to recieve the benefits of your Arcane Injection feature until you take another long rest. You cannot use this feature and the Arcane Injection feature to increase one of your ability scores twice.   This feature does not end if you use your Arcane Injection feature.

Magical Vaccine

Starting at 10th level, when you use your Arcane Injection feature on a creature, you may also choose for that creature to gain proficiency in one saving throw of your choice.

Breakdown Immunity

Starting at 14th level, as an action, you may inject a creature within 60ft with an arcane virus that destroys their immune system. The creature must succeed a Constitution saving throw against your Spell Save DC or become infected for 1 hour. While injected, a creature does not add any of their modifiers to their attack rolls, ability checks, or saving throws, the creature cannot have immunities or resistances to any damage type, and none of the creature's speeds can be higher than 20ft.   Once you use this feature, you cannot use it again until you finish a long rest.

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