Wizard
Base Class: Wizard

Arcanology is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure. 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 humour.

Well Studied

2nd-level Arcanology feature

Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your gain proficiency bonus in two wizard skills of your choice from. In addition, your analytical abilities are so well-honed that you gain Expertise in one skill that you have proficiency in.

Spell Formulazation

2nd-level Arcanology feature

At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies. You no longer require a focus for your spells, your understanding of magic being enough to compensate. When you cast an elemental(acid, fire, ice, lightning, and poison) wizard spell, you can replace its damage type with a different elemental type. This can be done a number of times per day equal to your proficiency bonus.

At 14th level your elemental spells now include force, necrotic, psychic, radiant, and thunder.

Overcharged Spells

6th-level Arcanology feature

At 6th level, you learn to augment spells by channeling more power into them. When you cast a spell with a spell slot, you can expend an additional spell slot of the same level to either impose disadvantage on the saving throw, double it's range, or to double it's duration. A spell can benefit from more than one of these effects at once, but an additional spell slot must be spent for each effect added.

At 14th level your understanding of overcharging spells has increased even more. You may now expand a additional spell slot of equal level to double the damage a spell inflicts(for spells with sustained effects this only applies to initial casting) or to double the size of an area it effects.

Prodigious Memory

10th-level Arcanology feature

At 10th level, you're studies and abilities to retain information have made you an expert on most creatures you may encounter. Whenever you encounter a creature you may make a History check against the creature's CR-level, and on a success learn the resistances, vulnerabilities, and immunities for a standard creature of this type along with any other information the DM may deem pertinent. Additionally your prodigious mental talents allow you to gain Expertise in one skill you have proficiency in.

Master of the Arcane

14th-level Arcanology feature

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 must not have it prepared, and you follow the normal rules for casting it, including expending a spell slot and providing any material component it requires. 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. You can’t use this feature again until you finish a long rest.

Arcanology(2024) Image

Comments

Posts Quoted:
Reply
Clear All Quotes