Wizard
Base Class: Wizard

The ancient dwarves long ago discovered the means to infuse magic into rings. Since that time, mages have studied those processes and developed unique magical powers from them. Such traditions have been passed down form master to apprentice since those ancient times. Few mages have seen this power, and fewer still understand it.

Transmutation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an transmutation spell into your spellbook is halved.

Bonus Proficiency

Also at 2nd level, you gain proficiency in jeweler's tools.

Bonded Ring-Staff

At 2nd level, you create a special quarterstaff with two special metal rings adorning it. When you roll damage for a spell attack while you hold your ring-staff, you can also add your proficiency bonus to your result. If the spell allows for multiple damage rolls against multiple targets (such as with scorching ray), you must choose which roll gains the benefit before you roll the die. You can use this ability equal a number of times equal to the number rings you have on your staff. You regain expended uses of this feature on a long rest.

Whenever you gain a new wizard level, you can attach another ring to your staff by spending 8 hours of work with jeweler's tools and paying a cost of 5 gp in raw materials.

Master Ringsmith

Beginning at 6th level, you can add twice your normal proficiency bonus when you use jeweler's tools, and crafting items with them takes half the time it normally does. Additionally, you learn the method for crafting a single magical ring chosen from, ring of jumping, ring of mind shielding, ring of protection, ring of the ram, ring of regeneration, or ring of resistance. At the DM's discretion, you can choose a ring not listed here. You must meet all the standard requirements for crafting the ring and pay the gold required as normal, along with any special materials set by the DM

Imbue Ring

Starting at 10th level, you can imbue magic into the rings. When you cast a spell, instead of having it take effect normally, you can choose to store the spell in one of the rings on your ring-staff. As long as the spell is stored, you can't recover that spell slot. You can remove an imbued ring from the staff and give it to another creature (or hold onto it for yourself) as an action. A creature holding an imbued ring can release the stored spell as an action. Spell attack rolls, saving throws, and damage are based on the caster who imbued the ring, but the creature holding the ring counts as the caster in every other respect.

After you remove an imbued ring from the staff, you must create a new ring for your staff by working for 8 hours with jeweler's jewels and spending 5 gp in raw materials. An imbued ring is considered a magical effect for the purposes of dispel magic. You can have a number of rings imbued at one time equal to your proficiency bonus.

Ring Bond

At 14th level or higher, with one hour of work (which can be accomplished in a long or short rest) you can embed a single magic ring that you possess into your ring-staff. The ring's rarity must be common, uncommon, or rare. As long as you hold the ring-staff you gain the effect of the embedded ring as if you were attuned to it and wearing it (including any negative effects of attuning to the item, such as curses). This embedded ring doesn't count as one of your attuned magic items.

With one hour of work, you can remove this ring from your staff or replace it with a new one. If you normally cannot end attunement with the ring (such as the results of a curse), it cannot be removed from your staff until you meet the conditions for ending the attunement.

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