Base Class: Wizard
Whether it be told across generations or from sleepless nights in empty libraries, wizards of the School of Folklore concern themselves with ancient tales and all but distant memory - a time of wilderness and dragons, forgotten to the modern world. In their study of long-lost stories and mythical figures, these wizards have heard of more than most and can draw upon this to fuel their arcane talents.
Seasoned Historian
By the time you select this school at 2nd level, you have acquired quite the memory for information you consume. You gain expertise in the history skill.
In addition, when you copy spells down into your spell book, you can make a history check and subtract twice that number of minutes per spell level from the time it takes you to copy that spell down.
Do Not Cite the Deep Magic to Me, Witch
Starting at 2nd level when you select this school, you have read of a great many things and as such it is rare that something is truly a surprise to you. When you are hit by an attack or included within an effect that you can see, you can use your reaction to impose either disadvantage on the attack roll or advantage on your own saving throw against the effect.
Ancient Friends
Starting at 6th level, you can draw upon your knowledge of ancient creatures to call one to your side - transporting it from times long ago to the present moment. As an action, you can summon a single dragon of your choice of a CR equal to a third of your wizard level rounded down.
The dragon appears in an unoccupied space you choose within 30ft. of you. It is friendly to you and your companions, and it obeys your commands. In combat, the dragon shares your initiative count, but it takes its turn immediately after yours. The dragon remains until it is reduced to 0 hit points, until you use this feature to summon another dragon, or until you die.
You cannot use this feature again until you complete a long rest or you expend a spell slot to do so in which case the dragon's CR is equal to half the level of spell slot you expend (rounded down unless the spell slot is first level in which case you summon a CR 1/2 dragon).
Forgotten Scripts
Beginning at 10th level, you can read and write all languages, translating word for word. When interpreting spoken word or speaking the language aloud yourself, there is a percentile chance equal to thrice your intelligence score that you can translate correctly - the DM rolls a D100 in secret to determine if your translation is accurate.
If translating spoken word you must use an action to translate and you speak slowly as you are not fully fluent in the language.
As the Texts Foretold
Starting at 14th level, when casting a spell or make a successful skill check to recall or learn information about a topic (for example identify, legend lore or a history or religion check) you can spend an additional minute concentrating on this topic to recall additional information, receiving visions of folklore surrounding the target of your concentration depending on what it is you are focussing on:
Object: You learn of the object's creation including who made it, how they made it and for what purpose. You also learn of any curses bestowed upon the object including how it was cursed and how said curse can be broken or countered (if possible).
Person: You learn of significant figures in the person's lineage (including the person themself) including roles they may have held, significant events they may have been involved in and anything else your DM deems may be relevant. If the person is still alive you also learn of their main goal at that moment.
Creature/Plant: You learn of the creature/plant's main traits including how the species' role in the world may have changed over time, where that species is most commonly found now and whether or not the creature/plant is legendary and/or mythic. For a creature, you also learn if the creature has a lair and of one regional effect relating to that lair. For a plant, you also learn if that plant is synonymous to any specific creature's lair and the nature of the link between the plant and the lair.
Place: You learn of the place's origins, including how it was built, who by and why (if it is manmade) or how it began, how it has evolved over time and who/what has lived there in its history (if it is natural). You also learn of 3 significant events that have happened there since it's creation/beginning OR of one significant event planned to happen there in the next 24 hours.
Other: (DM's discretion, use the information above as a guide.)
You cannot use this feature again until you finish a long rest.
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