Wizard: Arcane Spicer
The Guild of Spicers earned considerable wealth and influence by trading in various exotic herbs and seasonings. The magically-inclined members of this guild have found a way to use their arcana in order to create spices with unparalleled flavors, forming this tradition of pungent magic.
Seasoned Merchant
When you choose this school at 2nd level, your experience as a spice merchant nets you a keen nose and a silver tongue. You have advantage on Wisdom (perception) checks that rely on smell and on Charisma (persuasion) checks made to bargain for the value of a product.
Arcane Spicing
At 2nd level, you learn to distill arcane residue from spells you cast into spice. When you cast a spell using a spell slot of 1st level or higher, you can create a small amount of this magical spice in a container on your person or on a creature you can see within 30 feet of you. A creature can consume this spice as a bonus action to gain its effects. When you create this spice, choose its type from the following:
- Nip. The creature gains temporary hit points equal to 5 times the level of the spell slot expended.
- Tang. The creature can immediately make one weapon attack. It gains a bonus to the attack roll equal to the level of the spell slot expended.
- Zest. The creature's movement speed increases by a number of feet equal to 5 times the level of the spell slot expended, and its movement doesn’t provoke attacks of opportunity. These benefits last until the start of the creature's next turn.
Credits
- Character by ARTTAiR
- Background by Olga Ok
- D&D Watercolor Stains by Jared Ondricek
After you finish a long rest, the magic within the spice fades and consuming it has no effect.
You can use this feature a number of times equal to your proficiency bonus, and you regain expended uses when you finish a long rest.
Variety Casting
Starting at 6th level, you can modify your spells by adding various seasonings during the casting. When you cast a spell that deals damage, you can substitute that damage type with one damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You can change only one damage type per casting of a spell.
Once you substitute a spell's damage to one of these types, you can't do so with that type again until finish a long rest unless you expend a use of your Arcane Spicing feature to use it again.
Spicer's Vigor
At 10th level, long-term consumption of magical spices has made your body more resilient. Your hit point maximum increases by 10, and it further increases by 1 whenever you gain a level in this class.
You also gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Strength or Dexterity saving throws (your choice).
Master of Spices
At 14th level, you've mastered the formulae of your spices. When you use your Arcane Spicing feature to create a spice using a spell slot of 3rd level or lower, you can choose two of the listed effects instead of only one.
Additionally, when you use your Arcane Spicing feature to form spice on a creature other than yourself, that creature can immediately use its reaction to consume the spice and gain its effects.