Base Class: Wizard
Full Magic Savant
Beginning when you select this subclass at 2nd level, the time and cost you must spend to copy any wizard spell into your spellbook is halved.
Reconstruction
Starting at 2nd level when you select this subclass, you can permanently alter the physical properties of nonmagical material as an action.
You perform a lightning fast transmutation on one type of material you touch and immediately re-shape up to 1 cubic foot of it. The material must be composed of cloth, wood, stone (but not a gemstone), iron, copper, or silver. Materials in range can be molded into different shapes or complex forms that you have seen before.
To activate this feature, you must expend a 1st level spell slot or higher.
Expertise
Starting at 6th level, your dedication to study has given you a solid head on nearly any subject. Your proficiency bonus is doubled for any ability check you make that uses Intelligence (Arcana), and Intelligence (History).
Signature Ritual
Starting at 10th level, you can cast a 7'th level or lower spell that you have prepared as a ritual once per long rest.
Improved Alchemy
Starting at 10th level, your reconstruction ability can now affect up to 5 cubic feet of material.
Deconstruction
Starting at 14th level, you can cast the Inflict Wounds spell as if it were a wizard spell without expending a spell slot. The spell can target anything in range, and deals double damage to objects and structures. Any nonmagical target that the spell causes to drop to 0 hitpoints is disintegrated. If you want to cast the spell at a higher level, you must expend a spell slot as normal.
Reconstruction Mastery
Starting at 14th level, your reconstruction ability can be used without expending a spell slot if you spend at least 1 minute concentrating before using it.
Full Magic Savant
Beginning when you select this subclass at 2nd level, the time and cost you must spend to copy any wizard spell into your spellbook is halved.
Reconstruction
Starting at 2nd level when you select this subclass, you can permanently alter the physical properties of nonmagical material as an action.
You perform a lightning fast transmutation on one type of material you touch and immediately re-shape up to 1 cubic foot of it. The material must be composed of cloth, wood, stone (but not a gemstone), iron, copper, or silver. Materials in range can be molded into different shapes or complex forms that you have seen before.
To activate this feature, you must expend a 1st level spell slot or higher.
Expertise
Starting at 6th level, your dedication to study has given you a solid head on nearly any subject. Your proficiency bonus is doubled for any ability check you make that uses Intelligence (Arcana), and Intelligence (History).
Signature Ritual
Starting at 10th level, you can cast a 7'th level or lower spell that you have prepared as a ritual once per long rest.
Improved Alchemy
Starting at 10th level, your reconstruction ability can now affect up to 5 cubic feet of material.
Deconstruction
Starting at 14th level, you can cast the Inflict Wounds spell as if it were a wizard spell without expending a spell slot. The spell can target anything in range, and deals double damage to objects and structures. Any nonmagical target that the spell causes to drop to 0 hitpoints is disintegrated. If you want to cast the spell at a higher level, you must expend a spell slot as normal.
Reconstruction Mastery
Starting at 14th level, your reconstruction ability can be used without expending a spell slot if you spend at least 1 minute concentrating before using it.
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