Wizard
Base Class: Wizard

Blue mages make use of their opponents powers to expand their arsenal beyond that of an ordinary wizard. What they lack in consistency across traditions, they make up for in the variety of options they bring to the table.

CREATOR PREFACE

This subclass requires a lot of interaction between DM and Player, especially in the area of creating spells based on creature abilities. Though it should always go without saying for homebrew material, please check with your DM before you play this wizard tradition, and always clear your created spells with them.


 

Hey! What's with the little [LK] thing?

I'm so glad you asked! To keep my homebrew creations separate from official material in my collections, I mark everything I make with the little [LK], which keeps it sorted separate from everything else and lets everyone I'm playing with know that this isn't RAW material, especially if I'm sharing for a campaign I'm playing in. This is something I'm slowly implementing to my already published homebrew on the site as well, giving everyone who uses my content the same heads-up. It also marks this as something I've made by attaching my online initials to the content.

Arcane Discernment

Starting at 2nd level when you first adopt this arcane tradition, your observations of casting processes allows you to recreate spells otherwise unknown to you. When a creature within 60 feet of you casts a spell or uses a magical ability, you can use your reaction to make an Intelligence (Arcana) check against a DC equal to the target's spell save DC or passive Charisma (Deception), whichever is higher. On a successful check, you gain understanding of the fundamentals of the ability and can forge it into a spell within 24 hours of viewing the ability.

You can only have a number of spells or abilities stored equal to your Intelligence modifier.

Thick of the Fray

Starting at 2nd level, to ensure you're close enough to your subjects of study, you've mastered certain martial skills. You gain proficiency in two martial weapons of your choice and shields.

Spell Eater

Starting at 6th level, you add the counterspell spell to your spellbook if you do not have it already.

When you cast counterspell and successfully negate a spell, you gain the knowledge required to add it to your spellbook for the next 24 hours, as if you had made use of your Arcane Discernment feature.

Magic Deconstructor

Beginning at 10th level, you have optimized your dispelling magic. When you cast counterspell or dispel magic, you can add your proficiency bonus to the ability check made as part of casting the spell.

Master Duplicator

At 14th level, your Arcane Discernment has reached perfection. When you collect a spell or ability by making use of your Arcane Discernment feature, you can cast the spell or release the ability as an action by expending the required spell slot without having the spell written down or prepared. When you release a spell or ability in this way, you lose the ability to recreate it later and it is removed from the spells or abilities you have stored in your Arcane Discernment feature.

Previous Versions

Name Date Modified Views Adds Version Actions
1/17/2022 11:35:44 PM
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