Base Class: Wizard
Deciding not to commit on any existing arcane traditions. Instead, you opt for maximum flexibility, dipping in whatever you fancy. Perhaps you are an underachiever, but this does not stop you from losing out from those others who insist their tradition are the best.
Original class created by filmatra at homebrewery. Art by Yenba.
Budget Education
Beginning when you select this school at 2nd level, the gold and time you must spend to copy any wizard spell of 3rd level or lower into your spellbook is halved.
Minor Focus
Also when you choose this school at 2nd level, choose one class to minor in from among Bard, Barbarian, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, and Warlock.
If you choose Bard, Cleric, Druid, Sorcerer, or Warlock, you immediately learn two cantrips and one spell of first level or higher from the chosen class' spell list, which are considered wizard spells for you, and you can cast and copy spells from spell scrolls belonging to the chosen class as if they were wizard spells. Spells added by your Minor Focus can not be the target of your Spell Mastery feature at 18th level.
Otherwise, you gain one other feature depending on your chosen minor class as shown on the Minor Table below and, when you reach 6th level in this class, you can attack twice instead of once when you take the attack action on your turn:
Adjunct Lessons Proficiency
Choose this if you opt for proficiency in skills or tools instead on the 10th level for the Adjunct Lessons feature.
Barbarian
Gain proficiency in light armor and with one martial weapon. As a bonus action, you gain advantage on the next attack roll you make during this turn, but attack rolls against you have advantage until your next turn.
Bard
You immediately learn two cantrips and one spell of first level or higher from the chosen class' spell list, which are considered wizard spells for you, and you can cast and copy spells from spell scrolls belonging to the chosen class as if they were wizard spells. Spells added by your Minor Focus can not be the target of your Spell Mastery feature at 18th level.
Cleric
You immediately learn two cantrips and one spell of first level or higher from the chosen class' spell list, which are considered wizard spells for you, and you can cast and copy spells from spell scrolls belonging to the chosen class as if they were wizard spells. Spells added by your Minor Focus can not be the target of your Spell Mastery feature at 18th level.
Druid
You immediately learn two cantrips and one spell of first level or higher from the chosen class' spell list, which are considered wizard spells for you, and you can cast and copy spells from spell scrolls belonging to the chosen class as if they were wizard spells. Spells added by your Minor Focus can not be the target of your Spell Mastery feature at 18th level.
Fighter
Gain proficiency in light and medium armor, simple weapons, and in one martial weapon. You also gain one fighting style from the fighter's 1st-level Fighting Style feature.
Monk
Your movement speed increases by 10 ft. While unarmored and not carrying a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Paladin
Gain proficiency in light and medium armor and in one martial weapon. When you hit an enemy with a melee weapon attack, you can expend one spell slot of any level to cause the attack to deal 1d6 additional force damage for each of the spell's levels.
Ranger
Gain proficiency in Wisdom (Survival) checks and with light armor and one martial weapon. You can cast find familiar as a ritual without expending material components.
Rogue
Gain proficiency in light armor and in Dexterity (Stealth) checks. You can disengage or hide as a bonus action on each of your turns.
Sorcerer
You immediately learn two cantrips and one spell of first level or higher from the chosen class' spell list, which are considered wizard spells for you, and you can cast and copy spells from spell scrolls belonging to the chosen class as if they were wizard spells. Spells added by your Minor Focus can not be the target of your Spell Mastery feature at 18th level.
Warlock
You immediately learn two cantrips and one spell of first level or higher from the chosen class' spell list, which are considered wizard spells for you, and you can cast and copy spells from spell scrolls belonging to the chosen class as if they were wizard spells. Spells added by your Minor Focus can not be the target of your Spell Mastery feature at 18th level.
Cram Study
By 6th level, you have become well-accustomed to accomplishing a week's worth of research in a single day's time. At the end of a short rest, you can replace up to one of your prepared spells with another spell you know.
Additionally, when you use your Arcane Recovery feature at the end of a short rest, the spell slots you regain can have a combined level that is equal to or less than half of your wizard level +2 (rounded down), to a maximum of 5th level.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Adjunct Lessons
At 10th level, you are an expert at learning from the experiences of others—or just copying their notes. If you spend an hour studying the actions of another creature, you become proficient in two skills or tools that creature is proficient in. If that creature has at least one class level, you can instead choose to gain the minor focus corresponding to one of that creature's classes of your choice.
You can only gain the benefits of one Adjunct Lesson at a time, losing any proficencies, spells, or features from your oldest lesson as soon as you gain a new one. Similarly, if you do not observe a creature for at least 10 minutes before the end of each 24 hour period, you lose the benefits of its lesson.
Accelerated Graduation
At 14th level, you complete your introductory studies in wizarding, gaining a cursory knowledge of every field of arcane study. You gain the 2nd level arcane tradition features of two of the following colleges: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. When you finish a long rest, you can choose to replace the 2nd level features of one of these colleges with another college of your choice.
In addition, at your DM's discretion, you receive an enchanted diploma in 1d10 days which grants you access and some degree of esteem in most libraries, scriptoriums, and universities.
School of Abjuration
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.
Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Once you create the ward, you can't create it again until you finish a long rest.
School of Conjuration
Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.
The object disappears after 1 hour, when you use this feature again, if it takes any damage, or if it deals any damage.
School of Divination
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.
Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
School of Enchantment
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.
Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.
School of Evocation
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
School of Illusion
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.
When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.
School of Necromancy
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.
School of Transmutation
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.
Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.
War Magic
At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.
When you use this feature, you can't cast spells other than cantrips until the end of your next turn.
Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
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