Wizard
Base Class: Wizard

In a world where magic can be found around every corner, in every tomb and every fortress, those who wield it in secret have a clear advantage. The most cunning and crafty of wizards can bend their powers to be subtle and discreet, and make magical traps that can’t be traced back to themselves. In order to make their wishes nearly irreversible they could even create powerful curses to sabotage their enemies or punish their country. In order to protect the innocent of this powerful magic, true specialists are needed. Wizards gifted in, and determined to detect traps, heal the cursed and reverse terrible fates.

          Disclaimer: This subclass is made specifically for Janne de Klijn’s character, Nia Littlefeet. The subclass is currently being play-tested and possibly not balanced for every campaign style.

Arcane Detection

You have been taught to be ever watchful for magical traps and curses.

Starting at 2nd level, you can add the spells Detect Good And Evil, Detect Magic and Identify to your spellbook.

You can cast each of these spells once without spending a spellslot. You don’t need to have the spells prepared to cast them in this way. Once you use this feature, you can’t use it again until you finish a long rest.

Traces of Magic

You are starting to get familiar with recognising traces left behind by some spells and rituals.

Also at 2nd level, when making an Arcana check to search for these traces or discerning their nature, you can make the roll with advantage.

Counter Curse

Though dangerous is the wrong hands, curses can be very useful too. Especially when used against the original caster.

Starting at 6th level, when you resist a magical Enchantment, Necromancy or Transmutation spell/effect, you can attempt to channel it to another creature or back to the caster. The target must be within 60 feet and the spell/effect now uses your DC or Attack bonus. You can use this feature a number of times equal to your proficiency bonus and regain all uses when taking a long rest.

Improved Abjuration

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

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