Wizard
Base Class: Wizard
The tribes of the Guðir Haust have lived among the peaks of the mountain range for generations. They lost a war with the nation Gu'Denviir for more fertile lands at the base of the range.  The defeat forced them to seek refuge among the peaks, trapping them in rugged terrain with an ocean on one side and Gu'Denviir on all other sides. To survive, the tribes of the Guðir Haust have no choice but to quarry and mine out the mountains, then trade with Gu'Denviir for what they need to survive (wood, fruits, and vegetables). 
The Tribes of the Guðir Haust once had schools, both for academic and magical learning. After the war with Gu'Denviir ended, the Gu'Denviir went on a campaign of destruction. Killing all of the tribes' teachers, destroyed their schools, and made it clear that if the tribes ever started schools again... The Guðir Haust mountain range would become a graveyard. Now, generations later, you have shown a knack for the arcane arts. With nothing but some old scrolls on arcane theory that survived the war and some other likeminded folk. You are proving that school is not the only way to master the arcane... and now it's time to show Gu'Denviir what you can do.
 
This is one of 3 variants of the same subclass for my WIP setting. If they ever make it so I can have the "Magical Prodigy" ability be programable as separate options then i will condense them into a single subclass for a more cohesive feel in this subclass.
 

Ok guys this is the rough draft for a new subclass I am making for Wizards in my WIP setting for an upcoming campaign. Feedback on how I can improve/better balance this class is not only appreciated but also respectfully requested.

Magical Prodigy

Due to your knack for figuring out how different magical effects work, you have gained a level of insight into magic that no classically trained wizard ever has before. You may add spells from the Druid spell list to your spellbook, provided you have the spell scroll for it.

In addition, beginning when you select this subclass at 2nd level, the gold and time you must spend to add a spell from the Wizard spell list into your spellbook is reduced by 25%.

Clone Spell

Having had to learn magic on your own, you have devised a method of mimicking spells you see. Momentarily being able to weave a near perfect copy of the spell being cast.

After choosing this subclass at 2nd level,  when you see a spell being cast within 30 feet of you, may use your reaction to expend a spell slot of equal level to that spell to cast an identical version of it yourself. This uses your spell save DC and any applicable modifiers. You may use this ability twice per long rest.

The Theory of Magic

As you learn more about magic and the breadth of its capabilities, you develop new ways to harness its capabilities. Using the weave to preserve yourself in times of distress.

Starting at 6th level you may expend a spell slot of 2nd level or higher to add your Intelligence modifier to a saving throw that you fail potentially changing it to a success.

Understanding

Your comprehension of magic increased to the point that now you can tap into the weave at will. Thus aiding in your pursuit of knowledge.

Beginning at 10th level you may cast [spell]detect magic[spell] at will.

Arcane Mastery

Your mastery over arcane magic has reached new heights. You have learned to use your creativity and connection with the weave to allow you moments of spontaneity. 

Beginning at 14th level, you may cast an unprepared spell from you spell book. The first time per long rest that you use this feature you suffer no effect. However, each subsequent time you use this feature before taking a long rest you suffer 2 levels of [condition]exhaustion[condition].

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