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.
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. You can choose an additional skill at 10th level.
Arcana (expertise)
Arcana (expertise)
Arcana (proficiency)
Arcana (proficiency)
History (expertise)
History (expertise)
History (proficiency)
History (proficiency)
Nature (expertise)
Nature (expertise)
Nature (proficiency)
Nature (proficiency)
Religion (expertise)
Religion (expertise)
Religion (proficiency)
Religion (proficiency)
Spellcraft Secrets
Through diligent study, you’ve learned esoteric tricks, twists, and shortcuts of spellcasting methodology, and can modulate your spells as you cast them. When you choose this subclass at level 2, you gain one Spellcraft Secret of your choice from among those described below. You learn one additional secret of your choice at 3rd, 5th, 7th, 9th, 11th, 13th, 15th and 17th level. Each time you gain a wizard level, you can also replace one secret you know with a different one.
You can use only one secret on a spell when you cast it. If a secret calls for a saving throw, use your spell save DC if no other DC is specified.
You can modify a Wizard spell with a secret a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest. Additionally, whenever you gain a Wizard level, you can choose one of the secrets you know and replace it with another secret.
En Passant Secret
When you cast a spell that targets a single creature with this secret, you can target it regardless of its current location, so long as it was in range of the spell at any time since the end of your last turn. If you normally have to see the creature to target it, you can do so as long as you were able to see it at any time since the end of your last turn. If the spell requires an attack roll, the target can only benefit from the lowest degree of cover it had from you in that time.
Secret of Alacrity
You can modify some spells to cast them with unexpected speed. When you cast a spell with this secret that has a casting time of 1 minute (that you aren’t casting as a ritual) and a duration of 1 hour or less, you can cast it with 1 action instead. You can use this secret on a spell of a level up to your proficiency bonus.
Secret of Arcane Rebuke
When you cast a spell that requires Concentration using this secret, you weave a hidden contingency into the casting. If a creature within 300 feet of you causes you to lose Concentration on the spell, the creature takes Force damage equal to 1d8 + the level of the spell and must make a Constitution saving throw. On a failure, it has the Stunned condition until the start of its next turn.
Secret of Clustering
When you cast a spell that requires an attack roll with this secret, if the spell’s attack roll hits, the next time you hit the same target with a spell attack before the end of your next turn, the target takes an extra 1d6 Force damage.
Secret of Contingency
When you cast a spell with a casting time of 1 action with this secret, you can delay the spell’s effects and declare a triggering condition. You must concentrate on the delayed spell. The first time the triggering condition is met, the spell takes effect as if you just finished casting it. Choose targets and other parameters of the spell as it takes effect. If the spell isn’t triggered within 1 minute, it dissipates with no effect.
Secret of Displaced Origin
When you cast a spell that creates an area of effect originating from you, you can instead cause it to originate from a space up to 5 feet away from you.
Secret of Elemental Variance
When you cast a spell with a spell slot and the spell deals acid, cold, fire, lightning, or 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.
Secret of Focused Effect
When you cast a spell that causes creatures in an area of effect to make a saving throw, you can use this secret to cause the spell to affect only a single creature. If you do, roll a d6 and subtract the number rolled from the creature's saving throw.
Secret of Peaceful Summons
When you cast a spell that summons one or more creatures with this secret, you can increase the duration to 24 hours. The creatures summoned can’t take the Attack action or use abilities (including spells) that affect unwilling creatures.
Secret of Polarity
When you miss with an attack roll for a spell, if the target is wearing metal armor, carrying a metal shield, or made of metal, you can use this secret to roll a d6 and add the number rolled to the attack roll, potentially turning the miss into a hit.
Secret of Repaired Form
When you cast a level 1+ Transmutation spell that targets a single creature, you can use this secret to restore Hit Points to that creature equal to 1d4 per the level of the spell slot.
Secret of Second Chance
When you make an attack roll as part of a spell and miss, you can use this secret. At the beginning of your next turn, make the attack roll again with the same target. If it hits, you can use your action to inflict the effects of the spell.
Secret of Shattered Light
When you cast an Illusion spell with this secret, a creature that physically interacts with the illusion takes 1d6 Radiant damage per level of the spell slot expended. This
ends the illusion.
Secret of Spell Shadowing
When you cast a spell with this secret, roll a d6. On a 4 or higher, creatures can’t take Reactions in response to the spell or its casting. On a 3 or lower, ability checks to counter the spell are made with disadvantage.
Secret of Tempering
When you cast a spell with this secret that deals damage, you can choose to temper it. If damage from the spell reduces a creature to 0 Hit Points, the creature has the Unconscious condition and is stable.
Secret of Thaumatic Recoil
When you cast a spell with this secret that targets at least one creature other than you, you can force the spell energy to explosively recoil. You gain the Prone condition and are thrown 1d4 × 5 feet away from one of the targets (your choice). Your Speed is reduced to 0 until the start of your next turn. Large or smaller creatures that take damage from the spell also have the Prone condition and are thrown the same distance away from you.
Secret of the Archer
When you cast a spell as an action using this secret, you can spend an additional level one spell slot to double the range of the spell if the range is longer than 5 feet.
Secret of the Falconer
When you cast a spell that conjures or summons a crea- ture with this secret, for the duration of the spell, you can teleport it from any location you can see to a space within 5 feet of you as a Bonus Action.
Secret of the Falling Star
When you cast a spell that gives you a Fly Speed or slows your falling with this secret, the next time you land, creatures within 5 feet of you must make a Strength saving throw. A creature that fails this saving throw takes 1d6 Bludgeoning damage per level of the expended spell slot and is pushed 10 feet away from you.
Secret of the Golden Pauldron
When you cast an Abjuration spell on yourself with this secret, you become a defensive bastion. For the spell’s duration, if you are included in the area of a spell or effect that creates a line or cone, the area affects you normally and then stops in your space, leaving spaces directly behind you from the origin of the effect unaffected.
Secret of the Ricochet
The first time you make an attack roll for a spell cast with this secret and roll an even number on the d20, you can choose another target within 15 feet of the first, that also becomes a target of this spell. Make a new spell attack against that target with the same spell.
Secret of Voice and Gesture
When you cast a spell with this secret that has Verbal and Somatic components, you can cast it with only the Verbal or the Somatic component (in addition to any costly Material components). If a spell uses only Verbal components, you can replace it with Somatic components. If a spell uses only Somatic components, you can replace it with Verbal components.
Secret of Warp and Weft
When you use this secret on a Divination spell or a spell that deals damage, you perceive the weakest and strongest points in the physical structure of objects as faint vertical and horizontal lines like woven threads. For 1 minute, your spells that deal damage can target objects as if they were creatures, and your spells and weapon attacks deal double damage to objects.
Threadcutting Secret
What is fated can be rewoven to the will of the Wizard. When you cast a level 1+ spell on a creature that is willing or has the Incapacitated condition, you can use this secret to learn the names of other spells and curses affecting it. You can end one of those effects on them and transfer it to yourself. You are affected by it even if it couldn’t normally target you.
Spell Burning
Magic is inherently dangerous, especially when you push yourself too far and reach for things without full understanding. When you cast a spell, you can treat the spell as if it were cast with a spell slot two levels higher than the one you expended, even if you don’t have a spell slot of that level. Afterward, the spell is burned out of you. You take 1d4 psychic damage per spell level of the modified spell. This damage cannot be reduced.
Once you use this feature, you can’t cast that spell again until you finish a Long Rest. When you use Spell Burning with a level 8 or 9 spell slot, you treat the spell as if it were cast with a level 10 or 11 spell slot, respectively, even though such a spell slot level doesn’t normally exist.
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.
Alchemical Casting
At 10th level, you have unprecedented control of your spells and know how to think ahead to anticipate challenges. When you prepare your spells as part of a Long Rest, you can expend one use of your spellcraft secrets to alter one spell you prepare which causes creatures to make a saving throw. If the spell calls for a Strength, Dexterity or Constitution save, you can alter it to require your choice of those three saving throws instead. If the spell calls for an Intelligence, Charisma or Wisdom save, you can alter it to require your choice of those three saving throws. This alteration lasts until you finish a Short or Long Rest unless you spend another use of your spell secrets to maintain it.
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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