Wizard
Base Class: Wizard

A scholar of this particular area of magic focuses not on a particular school of magic, but the foundations of them all.

Cantrip Versatility

2nd-level School of Mastery feature

You can add your Intelligence modifier to damage rolls you make with wizard cantrips.

You also make saving throws to maintain concentration on cantrips with advantage.

 (You have to remember these coz DND beyond bein’ kinda cringy)

Cantrip Savant

2nd-level School of Mastery feature

You learn three additional cantrips from the wizard spell list to your known spells, this doesn’t count towards your known spells.

These cantrips use your intelligence modifier and count as wizard spells.

Extra Attack

6th-level School of Mastery feature

You can cast two cantrips, instead of one, when you use your action or bonus action to cast a cantrip. The second cantrip must be in the same school of magic and have the same casting time as the 1st.

Empowered Cantrips

10th-level School of Mastery feature

When you are attacked by a spell, you can use your reaction to use a spell slot of 1 lower than the spell casted towards you (minimum of 1) and absorb some of the magical energy.
The next cantrip you cast deals an extra amount of d6’s in damage equal to the level of the opponent’s spell slot +1
(e.g. Fireball = 3rd level, absorb with a 2nd level slot, next cantrip deals 4d6 extra damage)

You can use this a number of times equal to your intelligence modifier per long rest (minimum of 1).

In addition, your cantrips ignore resistance and invulnerable is now treated as resistance.

Cantrip Master

14th-level School of Mastery feature

You can now use spell slots to upcast your cantrips.

Damaging cantrips now deal 1 extra die per spell level.

Cantrips that require concentration no longer require it when cast with a spell slot of 3rd of higher.

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