Base Class: Wizard
Polyglot
Beginning at 2nd level, if you live next to a creature and listen to speech in a language that is unfamiliar to you, you begin to learn that language. In three days you will learn to understand this language, in another three days you will be able to communicate in a new language. If during this time you have at least one book in the target language, you will fully learn this new language.
Exact repetition
Starting at 2nd level when you choose this school, you learn to be a mirror for another being. As an action, choose one creature that you can see. When the creature cast a first spell until the start of your next turn, you will repeat all his somatic and verbal components of spell. If you also use an arcane focus or the same material components as the creature, and also spend the same spell slot as the creature, you cast a copy of the spell. You can choose the target of your spell yourself, if the spell provides such an option. You use Intelligence as your spellcasting ability for this spell. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Concentration Controller
Starting at 6th level, you gain the ability to sense and manipulate the concentration of others. Whenever a creature within 120 feet of you concentrates on a spell, you become aware of it.
When a creature within 120 feet loses concentration on a spell against its will, you can use your reaction to keep the spell alive. When you use this ability, you concentrate on the creature's spell. The spell you concentrate on is now considered your spell, and you can control it as if you had cast it.
Alternatively, when a creature within 120 feet begins to concentrate on a spell, you can use your reaction to try to break its concentration. The creature must succeed on an Intelligence saving throw against your wizard spell saving throw DC or lose concentration on the spell.
You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Spell adaptation
Starting at 10th level, you gain the ability to adapt the spells of other classes for wizards. You can try to record in your spellbook any spell you cast using the exact repetition ability of 3d level or lower. For each level of the spell, the process takes 2 hours and costs 50 gp. You must also pass a DC 30 Intelligence check, but the DC is reduced by 1 each time you use exact repetition for this spell. Once you have spent this time and money and passed the Intelligence check, you can prepare the spell just like your other spells.
Repeat as you go
Starting at 14th level, you gain the ability to quickly assess the actions of creatures around you and choose the best tactics for action. Whenever you and any other creature within 30 feet of you make a saving throw against one effect, you can completely duplicate that creature's physical and mental actions instead of passing the saving throw. If the creature passes the saving throw, you also pass it, but if the creature fails the saving throw, you also fail it. You must decide to use this ability before you or the creature roll the dice.
Polyglot
Beginning at 2nd level, if you live next to a creature and listen to speech in a language that is unfamiliar to you, you begin to learn that language. In three days you will learn to understand this language, in another three days you will be able to communicate in a new language. If during this time you have at least one book in the target language, you will fully learn this new language.
Exact repetition
Starting at 2nd level when you choose this school, you learn to be a mirror for another being. As an action, choose one creature that you can see. When the creature cast a first spell until the start of your next turn, you will repeat all his somatic and verbal components of spell. If you also use an arcane focus or the same material components as the creature, and also spend the same spell slot as the creature, you cast a copy of the spell. You can choose the target of your spell yourself, if the spell provides such an option. You use Intelligence as your spellcasting ability for this spell. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Concentration Controller
Starting at 6th level, you gain the ability to sense and manipulate the concentration of others. Whenever a creature within 120 feet of you concentrates on a spell, you become aware of it.
When a creature within 120 feet loses concentration on a spell against its will, you can use your reaction to keep the spell alive. When you use this ability, you concentrate on the creature's spell. The spell you concentrate on is now considered your spell, and you can control it as if you had cast it.
Alternatively, when a creature within 120 feet begins to concentrate on a spell, you can use your reaction to try to break its concentration. The creature must succeed on an Intelligence saving throw against your wizard spell saving throw DC or lose concentration on the spell.
You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Spell adaptation
Starting at 10th level, you gain the ability to adapt the spells of other classes for wizards. You can try to record in your spellbook any spell you cast using the exact repetition ability of 3d level or lower. For each level of the spell, the process takes 2 hours and costs 50 gp. You must also pass a DC 30 Intelligence check, but the DC is reduced by 1 each time you use exact repetition for this spell. Once you have spent this time and money and passed the Intelligence check, you can prepare the spell just like your other spells.
Repeat after the best
Starting at 14th level, you gain the ability to quickly assess the actions of creatures around you and choose the best tactics for action. Whenever you and any other creature within 30 feet of you make a saving throw against one effect, you can completely duplicate that creature's physical and mental actions instead of passing the saving throw. If the creature passes the saving throw, you also pass it, but if the creature fails the saving throw, you also fail it. You must decide to use this ability before you or the creature roll the dice.
Previous Versions
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Coming Soon
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