Wizard
Base Class: Wizard

Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Some savants take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. Other savants are generous teachers, countering ignorance and deception with deep knowledge and good humor.

Quick Witted

At 2nd level, 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).

Master of Lore

Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Choose from Arcana, History, Nature, or Religion. If you are proficient in that skill already, your proficiency bonus is doubled for any ability check you make that uses that skill. If you are not proficient, you gain proficiency in that skill

Arcana (expertise)

Double your proficiency bonus for the skill if you are proficiency.

Arcana (proficiency)

Gain proficiency in the skill.

History (expertise)

Gain proficiency in the skill if you are not proficient and expertise if you are

History (proficiency)

Gain proficiency in the skill.

Nature (expertise)

Gain expertise in the skill.

Nature (proficiency)

Gain proficiency in the skill

Religion (expertise)

Gain expertise in the skill if you are already proficient

Religion (proficiency)

Gain proficiency in the skill.

Spell Secrets

When you cast a spell with a spell slot and the spell deals acid, cold, fire, lightning, thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell's formula as you cast it.

Alchemical Casting

At 6th level, you learn to augment spells in a variety of ways. Once per round when you cast a wizard spell using a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.

 

SPELL SLOT EFFECT
1st Simple Geometry. By spending an additional 1st-level spell slot, you can double the range of the spell if its range is more than 5 feet.
2nd Deep Lore. By spending an additional 2nd-level spell slot, you can deal an additional 2d6 force damage to each target of the spell. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell. This damage takes place after any other effect of the spell.
3rd Secret Knowledge. By spending an additional 3rd-level spell slot, you can concentrate a spell’s potency. Increase the spell’s save DC by 2 for one affected creature.

Prodigious Memory

At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a long rest.

Advanced Alchemical Casting

At 10th level you gain an additional option for your Alchemical Casting feature.

Unexpected Angle. When you cast a spell with a spell slot and the spell requires a saving throw, you can expend an additional 4th level spell slot to change the saving throw from one ability score to another of your choice.

Master of Magic

At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can make an Arcana check to call to mind the ability to cast one spell of your choice from any class's spell list. The DC for the Arcana check is equal to 10 + the desired spell's level. 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 when you cast it or when the current turn ends.

Whether the check succeeds or fails, you can't use this feature again until you finish a long rest.

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