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Splicer Leveling Table

Level Proficiency Bonus Features Aether

Points

Cantrips

Known

Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Combat Weaving 2 4 2 (1?)
2nd +2 Splicer Domain, Weave Attunement 20 2 5 3 (2?)
3rd +2 Splicing techniques 30 2 6 4 (2?) 2 (1?)
4th +2 Ability Score Improvement 40 3 7 4 (2?) 3 (1?)
5th +3 50 3 8 4 3 2
6th +3 Splicer Domain feature 60 3 9 4 3 3
7th +3 70 3 10 4 3 3 1
8th +3 Ability Score Improvement 80 3 11 4 3 3 2
9th +4 90 3 12 4 3 3 3 1
10th +4 Splicing techniques 100 4 14 4 3 3 3 2
11th +4 Splicer Domain feature 110 4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement 120 4 15 4 3 3 3 2 1
13th +5 ? 130 4 16 4 3 3 3 2 1 1
14th +5 Splicer Domain feature, ? 140 4 18 4 3 3 3 2 1 1
15th +5 150 4 19 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 160 4 19 4 3 3 3 2 1 1 1 -
17th +6 Splicing techniques 170 4 20 4 3 3 3 2 1 1 1 1
18th +6 Gift of The Weave 180 4 20 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 190 4 20 4 3 3 3 3 2 1 1 1
20th +6 Capstone/Epic Boon 200 4 22 4 3 3 3 3 2 2 1 1

Basic Features

Hit Points

  • Hit Dice: 1d8 per Splicer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Splicer level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons, one martial weapon of your choosing
  • Tools: None
  • Saving Throws: Intelligence, Constitution
  • Skills: Choose any three from Arcana, Investigation, Nature, Religion, History, Insight, Perception, Deception, Sleight of Hand

Equipment

  • (a) any martial weapon, or (b) any simple weapon
  • (a) a Scholar's Pack or (b) a Explorer's Pack
  • Leather armor and a dagger
  • A component pouch or spellcasting focus

Alternatively, you may ignore the equipment from your class and background, and start with 5d4 x 10 gp.

Spellcasting

Cantrips

At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Adding New Spells

When you find a any non-divination spell of 1st level or higher, you can add it to your spellbook if it is of a level which you can prepare and if you can spare the time to decipher and copy it.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Attuning and Casting Spells

The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells. you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability.

In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.

Spell Attack modifier = your proficiency bonus + your Intelligence modifier.

Spellcasting Focus

You can use a glove, gauntlet, or ring as a spellcasting focus for your splicer spells.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. as shown on the Wizard table. On your adventures. you might find other spells that you can add to your arcane index.

Arcane Recovery

Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

Splicer Domain

Determine your Splicer Domain, which details the primary focus of the uniquely advanced method for directly manipulating The Weave that you have discovered. Your choice grants you access to an extended spell-list, as well as features and abilities when you choose it at 1st level and again at 3rd, 6th, 10th, 14th, and 18th level.

  • Planargeist
  • Infusionist
  • War-Shaper
  • Dominator

Weave Attunement

At 2nd level, you gain aether points, which allow you to manipulate spells in a multitude of ways.

Aether Points

You have 20 aether points, and you gain ten additional points every time you level up, to a maximum of 200 at level 20. You regain all spent aether points when you finish a long rest.

Splicing

At 2nd level, you gain access to all of the following options, with more options based on your chosen domain being attained as you continue to gain levels in this class. You gain two additional splicing abilities each at 10th level and 17th level.

Explanation or notice for something goes here.

Weave-O-War

-catch enemy caster's offensive ranged non-concentration spell (like lightning bolt) and "fight" him in a battle of concentration. Your INT vs his spell-save DC and vice-versa. If he wins then the spell is cast as normal, and you take psychic damage in an extra two damage die of what the spell was using for damage. If you win then you redirect their spell right at them as if you had cast it, except they can't use a reaction and you don't use up a spell-slot. -RISKY-

Spell Siphon

-Absorb a portion of the incoming spell's energy. After an enemy's spell has successfully rolled to hit, and if you are the target or in the spell's AoE, you may do one of two things. 1. Spend Aether Points equal to the spell's level + half the caster's level rounded up, multiplied by 10. In doing so you then -GUARANTEED- (pts = 10 x spell's level)

Redirect Projectile -KEEP-

-For spells its like when they redirect lightning in avatar. For arrows or thrown weapons its increasing the gravitational field around your body, like a space ship sling-shot-ing around the Sun. If successful in redirecting it and you choose to redirect it at the original caster, roll with disadvantage. -RISKY- (pts = ?)

Elemental Shift -Can be layered -KEEP-

-Convert the spell's elemental damage-type just as it is finished being cast (when you know it will definitely hit its target). This can be your spell, an allies' or an enemies'. -GUARANTEED- (pts = 30 if you're casting the spell, 35 if a willing ally or unaware creature casts the spell, and 45 if an unwilling creature casts the spell)

Split The Mind -KEEP-

-Share concentration on a spell so that the spell can only be interrupted if both casters lose concentration. -GUARANTEED- (pts =

Distortion Field -KEEP-

-Upon activating this ability, any enemy that attacks you or a creature within 15ft of you using a melee weapon (unarmed strikes are unaffected) has disadvantage on their attack roll against said creature. This lasts for one full round upon activation by default, however the duration can increase by one round per 15pts spent after the initial 20pts spent to use this technique. You cannot cast a spell or cantrip while maintaining concentration on this ability. -GUARANTEED, REACTION- (pts = 20 + (15 x # of added rounds after the first)

Sever Spell*****

-When you walk through the line-of-sight of a caster and his/her object of concentration, have them roll to maintain their concentration against your spell-save DC. Now you roll the same, as if you were maintaining concentration. If you both fail your rolls, nothing happens and the spell continues. If only you fail your roll then the spell continues and you take psychic damage equal to a single dice-roll that you use for your classes HP, plus your Splicer level. If the enemy caster fails his/her roll and you succeed on yours, then you take over concentration of the spell and what it targets without using up a spell-slot and the enemy caster has disadvantage on saving throws against spells until the start of its next turn. -RISKY, CHEAP, REACTION- *pts =

Joint-Casting -KEEP-

-Fire the offensive spell as a combined effort with another caster to either double its damage or quadruple it range. Each caster uses up a spell-slot for the spell even if it fails to hit its target, and the roll to his made with disadvantage unless the two are telepathically linked.

Mind-Splice*****

-You can focus on more than one spell and on more than one target at the same time, though a target can only be under the effects of one concentration spell at a time. You can concentrate on up to four different spells at once, though only for 1/4th the duration of the spell for which it is shortest (half duration if only two spells, and 1/3rd duration if three spells). Only up to two of the concentration spells may be directly damage-inflicting (ie. 3 separate polymorphs and a flaming sphere would be fine). After utilizing this ability you experience 1 level of exhaustion and must roll on the temporary madness table in the DMG. -GOING TO BE A SCALING CLASS FEAT, TOO POWERFUL TO BE HERE-

Push/Pull -KEEP-

-By knowing exactly which threads of The Weave's arcane energy you need to psychically navigate and splice together, you are able to lightly prod at the very laws of nature. Choose one creature or object of size large or smaller that you can see and that is at a minimum of 10ft away from you (60ft max).

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

One With The Weave

At 18th level, you have attained such a deep understanding of the weave that you are now able to understand on a technical level how the Old Gods performed some of the reality-shaping feats that they performed at the dawn of time, before which time The Weave was all that there was.

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Permeation Domain

Infusion Domain

Splicing Matter and Magic

Starting at 2nd level, you can infuse the threads of magic with matter like no-one else. On top of your spellcasting ability, you can use aether points to imbue objects and surfaces with magic. You can use a bonus action spending aether points on the magical infusion of an item, weapon, or armor, using the table below. If you use/activate the effects of an infused object with your action on your turn then you can't cast a spell on the same turn (the "Ready" action somewhat gets around this however). After infusing an object with one of the effects below, you can choose to dispel the magic within the object early, cancelling its effect. Doing so will refund you a number of Aether Points designated by the 2nd number in the chosen effect's box on one of the infusion tables below.

Aether Point Cost—Return: Weapon Infusions
(+15pts to increase # of damage die after 1, up to 3)

1 Act.

6s

10min

1hr

8hrs 24hrs
Magic Weapon 10—0 15—0 20—0 25—5 30—10 35—10
+1 weapon

(available at 2nd level)

15—0 20—0 25—5 30—10 35—10 40—15
+2 weapon

(available at 6th level)

20—0 25—5 30—10 35—10 40—15 45—15

+3 weapon

(available at 10th level)

25—5 30—10 35—10 40—15 45—15 50—20
— — — — — — — — — — — —

+1 dmg. die Force Damage

(target pushed +5ft per dmg die)

20—0

(doubled for armor, additional effects to be contained in more tables inside of magic, +1, +2, etc.)

Ranged Weapon Infusion Ideas:

  1. Infuse an arrow or crossbow bolt with any AoE or touch-based spell (or table-based effect). Choose and spend points accordingly regarding for how long the projectile remains magically-infused. If the duration is longer than instantaneous, you can choose to activate the effects of the magic at any point within that time after the project has been fired, regardless of whether or not it hits or misses. For example, if you shoot a tiny crossbow bolt onto a large creature who doesn't notice, or on a merchant's wagon, you can mentally hold a fireball spell in the bolt until you decide to activate it (or deactivate it). This projectile must remain on the same plane of existence as you in order for you to activate/deactivate it.

Domain-Specific Splicing Technique Ideas:

  1. Impact Absorption: (bludgeoning weapons or falling)
  2. Conduct Arcane Energy:

Extra Infusion

Starting at 6th level, you can use a bonus action to infuse magic into two objects instead of just one, and the infusions now last for double their duration.

Song of Defense

Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

Masterful Infusion

Starting at 14th level, you can divide the amount of time it takes to forge (if proficient with the relevant tools) and permanently infuse magic into an object by your intelligence modifier. The cost of doing so however is half at 14th level, and 1/3 at 18th level.

Anti-magic Resistance

Starting at 16th level, while you still can't cast spells or continue previously-casted spell effects, any item that you have personally imbued with a permanent infusion before entering the anti-magic field will maintain its full magical functionality when in the field, so long as you are the one wielding it and its effects are either contained to the self or are only activated upon touch/melee. (ie. Permanently-imbued crossbow bolts fired within an anti-magic field will act as mundane bolts upon impact, whereas a sword permanently infused with fire damage that is wielded by you will retain its magical properties when in the field.

Seemless Manipulation

Starting at 18th level, your ability to splice matter and magic has evolved to such a degree that to you they may as well be one-and-the-same. You can cast Fabricate once-daily without expending a spell-slot. When you cast the spell in this way its magical item restriction doesn't apply to you, unless that item is an artifact. Also, this power still functions properly when inside an anti-magic field.

Splicing Techniques (choose 2 when prompted on the Splicer Table)

Hive Domain

Lore Master

Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.

In addition, when you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).

Spell Secrets

At 2nd level, when you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell's formula as you cast it.

When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can't do so again until you finish a short or long rest.

Alchemical Casting

At 6th level, when you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting. The effect depends on the spell slot you expend.

An additional 1st-level spell slot can increase the spell's raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.

An additional 2nd-level spell slot can increase the spell's range. If the spell's range is at least 30 feet, it becomes 1 mile.

An additional 3rd-level spell slot can increase the spell's potency. Increase the spell's save DC by 2.

Prodigious Memory

At 10th level, as a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can't use this feature again until you finish a short or long rest.

Master of Magic

At 14th level, as a bonus action, you can call to mind the ability to cast one spell of your choice from any class's spell list. The spell must be of a level for which you have spell slots, you mustn't have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn't a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.

You can't use this feature again until you finish a long rest.

School of Invention

(Unearthed Arcana)

Tools of the Inventor

At 2nd level, you gain proficiency with two tools of your choice.

Arcanomechanical 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 studded leather armor, which magically transforms it. Doing so removes the magic from your previous arcanomechanical armor, turning it into nonmagical studded leather.

Reckless Casting

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 and choose one of the following options:

  • Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action.
  • Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5th-level table if the slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action.

If the spell you cast isn't a wizard spell, it is nonetheless a wizard spell for you when you cast it with this feature.

d10 Cantrip
1 Acid Splash
2 Chill Touch
3 Fire Bolt
4 Light
5 Poison Spray
6 Ray of Frost
7 Shocking Grasp
8 Sacred Flame
9 Thorn Whip
10 Roll twice and cast each cantrip, but if you roll another 10 on either die, you cast nothing, wasting your action.
d10 1st-Level Spell
1 Burning Hands
2 Chromatic Orb
3 Color Spray
4 Faerie Fire
5 False Life
6 Fog Cloud
7 Jump
8 Magic Missile
9 Thunderwave
10 Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.
d10 2nd-Level Spell
1 Blur
2 Darkness
3 Enlarge/Reduce
4 Gust of Wind
5 Invisibility
6 Levitate
7 Melf's Acid Arrow
8 Scorching Ray
9 Shatter
10 Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.
d10 3rd-Level Spell
1 Blink
2 Fear
3 Feign Death
4 Fireball
5 Fly
6 Gaseous Form
7 Lightning Bolt
8 Sleet Storm
9 Stinking Cloud
10 Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.
d10 4th-Level Spell
1 Blight
2 Confusion
3 Evard's Black Tentacles
4 Fire Shield
5 Greater Invisibility
6 Ice Storm
7 Phantasmal Killer
8 Stoneskin
9 Wall of Fire
10 Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.
d10 5th-Level Spell
1 Cloudkill
2 Cone of Cold
3 Destructive Wave
4 Flame Strike
5 Hold Monster
6 Insect Plague
7 Mass Cure Wounds
8 Wall of Force
9 Wall of Stone
10 Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.

Alchemical Casting

At 6th level, when you cast a spell while wearing your automechanical armor and are attuned to it, you can expend one additional spell slot of 1st or 2nd level to alter the spell. The effect depends on the spell slot you expend.

A 1st-level slot allows you to manipulate the spell's energy. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type for another one from that list.

A 2nd-level slot increases the spell's raw force. If you roll damage for the spell when you cast it, increase that damage by 2d10 force damage against one of the spell's targets (your choice) this turn.

Prodigious Inspiration

At 10th level, as a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can't use this ability again until you finish a short or long rest.

Controlled Chaos

At 14th level, your ability to improvise magic grows stronger. Whenever you roll on a 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.

Splicer

(Connor M. Gerrits)

Tools of the Splicer

At 2nd level, you gain proficiency with 2 tools of your choice.   ***NOTE: This wasn't homebrewed, it was taken from the official WoTC Wizard School of Invention 2nd level ability unlock.

Arcanic Armor

Starting at 2nd level, you gain proficiency with light armor and gain a suit of arcanic 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 also gain proficiency with one type of one-handed simple or martial melee weapon of your choice.

***NOTE: This wasn't homebrewed, it was taken from the official WoTC Wizard School of Invention 2nd level ability unlock, with the exception of the last sentence, which I added in.

Splicing Matter and Magic

Starting at 2nd level, regardless of whether you know the spell or have it prepared, you can cast one or more of the spells listed below by expending a spell slot one level lower than what is normally required for that spell. However you must be of a sufficient level to cast each spell listed below at its original base level in order to use this feature to instead cast it at a lower level.

(Example: You can cast Tiny Servant, a 3rd level spell, by expending a 2nd level spell slot. Or you can cast Absorb Elements once and Searing Smite once each on separate turns, each without expending a spell slot)

For clarification, you can perform either of the following options: 

1.) You can cast two spells of 1st or 2nd level from the list below (each on a different turn, unless you have more than one action on your turn) before requiring a long rest to use this ability again. 
2.) You can cast one spell of 3rd, 4th, or 5th level from the list below before requiring a long rest to use this ability again.

If you wish to cast the chosen spell at a higher level you do so normally per the spell's description, except you treat the spell as if it's base casting level is one level lower than normal.

(Example: Casting Absorb Elements as a 1st level spell is free, however casting it as a 2nd level spell will cost you one 1st level spell slot, and casting it as a 3rd level spell will cost you one 2nd level spell slot, etc.)

1st-Level Spells Function Class Spell List(s)
Thunderous Smite Offense - Melee Paladin
Zephyr Strike Offense - Melee Ranger
2nd-Level Spells Function Class Spell List(s)
Magic Weapon Offense - Melee Wiz/Pal/Artificer
Heat Metal Offense - Ranged Bard/Druid
3rd-Level Spells Function Class Spell List(s)
Tiny Servant Utility Wizard
Elemental Weapon Offense - Melee Paladin
4th-Level Spells Function Class Spell List(s)
Fabricate Utility Wizard/Artificer
Staggering Smite Offense - Melee Paladin
5th-Level Spells Function Class Spell List(s)
Animate Objects Utility/Support/Offense/Defense Wiz/Sorc/Bard
Creation Utility/Defense Wizard/Sorcerer


Spliced Material

Starting at 6th level, as an action, or when you cast a spell while wearing your arcanic armor, you can expend a spell slot to alter the spell.

Spell Slot Effect
1st level Changes a spell's damage type from acid, cold, fire, lightning, radiant, force, necrotic, or thunder to another listed damage type.

***NOTE: This idea is from a 2nd level feature of the Lore Master subclass by WoTC and has been playtested. The Lore Master Wizard's use of this ability is free and can be used whenever the player wants, however my version costs a 1st level spell slot.

2nd level

Changes a ranged offensive line, cylinder, cube, or cone-shaped spell that you cast to any other ranged spell type listed here. The ability to alter your spells in this way lasts for 1 minute. -OR-

Deals an extra 2d10 force damage to one of the targets hit by your spell (your choice) and also push them 5ft away from you.

***NOTE: (I'm only keeping 1). The 2nd option is from the Wizard School of Invention, and its use-case is identical to the use-case here. It has been playtested by WoTC.

3rd level Bolsters your suit's magical defenses, providing you with a +3 bonus to your AC for a number of rounds equal to half your Splicer level, rounded up.

-Due to the stress that this puts on your arcanic armor, you need to wait 1 minute before being able to use this effect again-

4th level The concentration required for a spell is held and maintained by your arcanic armor, allowing the spell's effects to last for their maximum duration without threat of concentration being lost, unless it is dispelled or you fall below zero hit points. During this time you may concentrate on a separate spell, though the arcanic armor can only maintain the concentration of one spell at a time.

-Due to the stress that this puts on your arcanic armor, you need to finish a long rest before being able to use this effect again-

***NOTE: This idea was taken from the 3rd-level spell "Glyph of Warding", which says that the glyph you draw stores another chosen spell (such as Fear or Web) within itself and causes the spell's effects to last for their full duration if activated by the necessary trigger.

5th level Your arcanic armor begins to faintly glow and pulse with a white light, causing you and any allies within a 10ft radius to regenerate +5hp at the start of each of your turns, lasting for 1 minute. This effect persists even if you or any affected ally drops below 0hp. This effect does not require concentration, though the effect is temporarily suppressed when the armor is affected by flame or cold damage in the same way that a monster's regenerative abilities are suppressed for a round of combat in the same scenario.

-Due to the stress that this puts on your arcanic armor, you need to finish a long rest before being able to use this effect again-

One with the Weave

At 10th level, as a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can't use this feature again until you finish a short or long rest.

***NOTE: This wasn't homebrewed, it was taken from the official WoTC Wizard School of Invention 10th level ability unlock.

True Splicing

At 14th level, any items or objects that you have infused with magical effects lasting for 24 hours or longer which have effects either targeting "self" or "touch" maintain those effects while inside an antimagic field and can't be dispelled by any means short of a Wish spell or dispel Magic cast at 9th level. However, any damage dealt specifically by the magical properties of weapons you have magically-infused are halved while in an anti-magic field. The weapon's base damage remains unaffected however. (This does not mean that items enchanted by you have unlimited charges under these conditions. Charges are expended as normal. Also, the benefits of True Splicing only apply to objects, and not to creatures).

***NOTE: I'm aware that this one might be a bit unfair, as magic can be a pain in the ass to the DM and sometimes they may want or need a way to just turn it off for a certain situation. (In my defense however, this type of magical usage within an anti-magic field would limit the caster to melee combat, and we're squishy as fuck so that's probs not gonna go too well for us).