Izzet Chemister

Chemisters are wizards who have taken a particular interest in artifice and arcane inventions. Rather than focus on one particular school of magic, Chemisters focus on the theory of magic as a whole and its relation to the physical world.

On the plane of Ravnica, Chemisters are iconic members of the Izzet League. They are most well-known for their talent with working Mizzium, the wonderous magical alloy first created by the Guild's Parun, Niv-Mizzet.

Artifice Savant

Starting at 2nd level, every hour you contribute to crafting a common or uncommon magical item counts as four for the purposes of completing the item. Additionally, if you contribute more than half the labor to produce a common or uncommon magical item, its gold cost is halved.

This bonus extends to rare and very rare items at 10th level, and further extends to legendary items at 14th level.

Controlled Chaos

Also at 2nd level, your understanding of the volatile nature of arcane energies lets you exercise some control over seemingly random processes. You learn the Chaos Bolt spell if you don’t already know it.

Additionally, whenever you roll dice, if the roll isn’t part of an attack roll, saving throw, or ability check, you may roll an additional die and then ignore one result. The die you ignore must be the same type as the additional die rolled.

You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses upon finishing a long rest.

Mizzium Smithing

When you reach 6th level, your skills as a Chemister have progressed to the point where you can begin working with Mizzium. You can spend 8 hours and 100g in materials to coat a melee weapon, shield, or suit of armor with a thin layer of Mizzium. Alternatively, you can coat 10 pieces of ammunition.

Equipment coated in Mizzium is considered magical for the purposes of resisting corrosive effects. It also gains one of the following benefits based on its type:

Melee Weapon: The weapon counts as magical for the purposes of overcoming damage resistance. Once per day, when a Mizzium weapon critically strikes a creature, you can use your reaction to have it deal an additional 1d8 cold, fire, or lightning damage.

Shield: Once per day, when an attacking creature misses you with a melee attack, you can use your reaction to cause the Mizzium shield to release a jolt of elemental energy, dealing 2d8 cold, fire, or lightning damage to the attacker.

Armor: You have resistance to fire damage. Once per day, when you take cold, fire, or lightning damage, you can use your reaction to reduce the damage taken by 2d8.

Ammunition: Mizzium ammunition deals 1d4 bonus cold, fire, or lightning damage.

Bonus Proficencies

Also at 6th level, you gain proficiency with Light Armor and Smith’s Tools. If you already have proficiency with Smith’s Tools, you gain proficiency with another artisan’s tool of your choice.

Mizzium Apparatus

By 10th level, you’ve completed work on your own Mizzium Apparatus. You gain the item at no cost. The apparatus is highly customized to you. It doesn’t count against your limit of attuned magic items, but other creatures are unable to attune with it.

If you lose your Mizzium Apparatus, you can construct a new one with 250g in materials and 8 hours of labor. Doing so requires proper facilities, such as a laboratory, smithy, or tinkerer’s workshop.

Multiclassing Sidebar When you use your Mizzium Apparatus to cast a spell from one of your classes, add half your total level (rounded down) in all other spellcasting classes (Bard, Cleric, Druid, Sorcerer, Warlock, and Wizard) to the DC of the Intelligence (Arcana) check..

Metastream Recalibration

Starting at 14th level, you become a master of arcane manipulation. Choose 2 spells from among any of the classes other than Wizard. These spells are considered Wizard spells for the purposes of casting them with your Mizzium Apparatus.

At the end of a long rest, you may exchange the spells chosen with this feature for new spells.