### School of Invention
The	School	of	Invention	claims	credit	for	inventing	the	other schools of magic—a claim
other	wizards	find	absurd.	Wizards	of	this	school push	magic	to	its	limits.	They	stretch	the	known laws	of	arcane	power	and	strive	to	reveal important truths	about the nature of	the multiverse. Adherents of this school believe that innovation is	best served	through	
experimentation. They have a reputation	for acting	first, thinking	second.	Most wizards are scholars who have	mastered their craft through careful study,	rigorous practice, and endless hours of	repetition.	These wizards would	rather throw spells	together and see what happens. Many	wizards	of	this	tradition	are	gnomes,	alchemists,	or	both, and they take	pride in the
magic-infused armor they don. The armor not	only provides protection, but it is	also 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 as
lunatics.

#### Tools	of	the	Inventor
At	2nd	level, you gain	proficiency	with two tools of your choice.

#### Arcanomechanical	Armor
Innovation	is	a	dangerous	practice,	at	least	as	far	as	members	of	this school practice it. As	a shield against this risk,	you	have developed a suit of arcane	armor. Starting at 2nd level, you gain proficiency with light armor	and	gain a suit of arcanomechanical	armor — a magic item that only you can attune to. While you are attuned to it and wearing it, it grants you resistance to force damage. The armor is light armor and provides an AC of 12 + your Dexterity modifier. It weighs 8 pounds. You can create	a new suit of it at	the	end	of a long rest by touching a nonmagical	suit of armor you are proficient in, which magically transforms it. Doing so removes the magic from your previous arcanomechanical armor, turning it into nonmagical studded leather.

#### Innovation of the Few
Also starting at 2nd level, your armor tampers with the magical energy you manipulate, giving you special insight into different spells that you usually cannot cast. When you finish a long rest, roll a number of d6s equal to the spell levels between 1st and 5th that you have access to (for example, if you can cast 1st and 2nd level spells, you would roll 2d6; one d6 for each spell level). You can add one spell from each table below you roll on to your spell list for the day, treating it as a wizard spell with this feature. A spell chosen with this feature does count against the number of spells prepared. You must reroll after each long rest.
##### Innovation of the Few
| d6 | 1st-level spell |
|:----:|:-------------|
| 1 | *armor of agathys*  |
| 2 | *bane* |
| 3 | *faerie fire* |
| 4 | *longstrider* |
| 5 | *fog cloud* |
| 6 | *shield of faith* |

| d6 | 2nd-level spell |
|:----:|:-------------|
| 1 | *lesser restoration*  |
| 2 | *enhance ability* |
| 3 | *warding wind* |
| 4 | *calm emotions* |
| 5 | *levitate* |
| 6 | *heat metal* |

| d6 | 3rd-level spell |
|:----:|:-------------|
| 1 | *hypnotic pattern*  |
| 2 | *spirit guardians* |
| 3 | *clairvoyance* |
| 4 | *blink* |
| 5 | *gaseous form* |
| 6 | *lightning bolt* |

| d6 | 4th-level spell |
|:----:|:-------------|
| 1 | *fire shield* |
| 2 | *sickening radiance* |
| 3 | *freedom of movement* |
| 4 | *dimension door* |
| 5 | *compulsion* |
| 6 | *greater invisibility* |

| d6 | 5th-level spell |
|:----:|:-------------|
| 1 | *bigby's hand* |
| 2 | *hold monster* |
| 3 | *far step* |
| 4 | *mass cure wounds* |
| 5 | *skill empowerment* |
| 6 | *negative energy flood* |

#### Intuitive casting
Beginning at 6th level, you gain a deeper understanding of how to enhance the spells you can cast, maximizing their potential. Choose one school of magic. When you cast a spell as an action from this school that target one or more creatures, you can use your bonus action to increase the number of creatures affected by the spell by one. Once you use this feature, you cannot use it again until you finish a long rest.
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#### Improved Arcanomechanical armor
At 10th level you have developed your armor to the point where it can hold a spell permanently that would usually fade over time. Choose one of the following spells. While you are attuned to  your arcanomechanical armor, you are always under its effects as if it were cast at its lowest level. If the spell would end because of an attack, a *dispel magic*, or any other effect, the dispelling effect only lasts 10 minutes, after which the spell effect restarts. You may change the spell after a long rest.

* *protection from good and evil*
* *spider climb*
* *see invisibility*
* *longstrider*

#### Arcane Mastery
Your versatility with magic at 14th level is unparalleled. Add another school of magic to gain the effects of your Intuitive Casting feature. Furthermore, when preparing spells for the day you can add your proficiency modifier to the number of spells prepared.

>#### credits
The original idea and chassis of this subclass comes from Wizards of the Coast in their Unearthed Arcana articles. Thanks to the Homebrewery for creating this program to use. 

<img 
  src='https://i.imgur.com/3g0HMQz.jpg' 
  style='width:325px' />
Credit: JasonTN on Deviantart