Base Class: Wizard
This school of wizardry focuses on enhancing the very magic that they can cast, and improving on the core features of a true arcane spellcaster.
Lore Mastery
Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.
In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).
Arcane Attunement
- When you gain this ability at 2nd level, choose one of the following damage types: acid, poison, cold, fire, lightning, psychic, force, radiant, necrotic, or thunder.
- Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can do this a number of times equal to your INT modifier per long rest. You also gain resistance to this damage type, until you swap to a new type, replacing the former.
- You can select this ability each long rest. Each time you do so, you must choose a different damage type.
Spell Master
At 6th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
Durable Magic
Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.
Master of Magic
At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class's spell list. The spell must be of a level for which you have spell slots, you mustn't have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn't a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind after 1d20 days.
You can't use this feature again until you finish a long rest.
Previous Versions
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5/3/2023 10:48:56 PM
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4
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1
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5E
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Coming Soon
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