Base Class: Wizard
The Book Masters are wizards who learn how to enchant their spellbook and to implement it into their casting. They also learn how to prepare more spells by flipping through their book to remember minor details.
Fast learner
At 2nd level, your search for new spells causes you to learn more. You immediately add two new spells to your spellbook from the wizard spell list and whenever you gain a level in wizard you add one more.
Combat Study
At 2nd level, during a short or long rest you may preform a one hour ritual and pay 50 Gp (used on inks, gems, and powders) to enchant your spellbook, you may only have one book enchanted in this way at a time. You may use the enchanted spellbook as an arcane focus (even if the spell does not require one) and you can preform a one hour ritual during a long or short rest to summon the book at your feet. This ritual fails if the book no longer exists or is in another plane. Additionally, you learn how to memorize small details about some of your spells, only having to remind yourself of specific details to cast them. Whenever you could prepare spells, you may choose a number of unprepared spells equal to your Intelligence modifier. These spells will be referred to as your memorized spells. Memorized spells are treated as if they had been prepared but you have to be using a spellbook that was enchanted as described above as an arcane focus.
Enhanced Spellbook
At 6th level, the knowledge you have gained up to this point allows you to improve the enchantment on your enchanted spellbook. This improvement requires you to implement a certain item depending on your choice. whatever you choose costs 500 Gp and 3 days of free time to implement. You gain one of the following features of your choice.
You gain an additional option at level 14.
Anti-theft Symbols
You can now summon your enchanted spell book to you or summon yourself to it even if you are in a different plane than it.
In addition, your enchantment causes the the words to blur to any creature besides you that tries to read it. Reading the spellbook requires a successful investigation or perception check against your spell save DC. You can also write notes in your spellbook that gain this difficulty to read.
Mana Battery
You can channel unused spell slots into your enchanted spellbook for later use. At the beginning of your long rests, you can expend unused spell slots equal to half of your wizard level (round up) to store them in your spellbook. Whenever you cast a spell using your spellbook as an arcane focus you can choose to expend these spell slots instead. Any spell slots left in your spellbook are erased at the beginning of your next long rest.
Mana-flow Patterns
When casting one of your memorized spells, it gains one of the following benefits of your choice: double the range, double the duration, increase a range of touch to 30 ft, change a casting time of 1 action to 1 bonus action, or cast at one level higher (max of 5). You can use this feature a number of times equal to two times your intelligence modifier.
Additionally, casting a spell written in your enchanted spellbook as a ritual takes an additional minute instead of ten minutes.
Offensive Runes
If you are using your enchanted spellbook as your arcane focus you may choose one damage type as you cast a spell. All instances of the chosen damage type in that spell deal an additional amount of damage equal to your Intelligence modifier (minimum of 0).
Additionally, you add your Wisdom or Charisma to the attack bonus and spell save Dc of spells cast with your enchanted spellbook as an arcane focus.
Widened Concentration
At 10th level, you have learned how to concentrate on multiple spells at once. You may maintain concentration on up to two spells at a time, whenever you would make a constitution saving throw to maintain concentration on a spell you make one for each spell you are concentrating on, and when you cast a concentration spell and already have two concentration spells you choose which one to end.
Enhanced Spellbook (2)
At 6th level, the knowledge you have gained up to this point allows you to improve the enchantment on your enchanted spellbook. This improvement requires you to implement a certain item depending on your choice. whatever you choose costs 500 Gp and 3 days of free time to implement. You gain one of the following features of your choice.
You gain an additional option at level 14.
Previous Versions
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2/8/2019 3:34:25 AM
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201
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12
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Beta version 4
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Coming Soon
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