Base Class: Wizard
Wizards who do not specialize (known as as universalists) have the most diversity of all arcane spellcasters. Rather than focus on learning a school or application of magic, universalists seek to learn a wide spectrum of arcane techniques.
Additional Arcane Recovery
You gain an additional use of Arcane Recovery. You cannot expend both uses during the same short rest.
Arcane Burst
Starting at 6th level in this class, you gain the ability to create a devastating burst of magical energy. As an action, you point your finger at a target of your choice within 60 feet of you. The target must make a Dexterity saving throw against your Wizard Spell Save DC. On a failed save, the target takes 2d6+4 force damage. On a successful save, the target takes half as much damage.
When you use your Arcane Burst, you can, as a bonus action, increase the burst’s damage by expending Wizard spell slots. Each spell slot you expend increases the damage by 2d6 per level of the slot. You must choose to do this before you roll damage and before the target rolls its saving throw.
The base damage increases when you reach certain levels in this class: you roll an additional 1d6 starting at 11th level and again at 17th level.
Arcane Armor
You add the false life spell to your spellbook if it is not there already. You always have the spell prepared and you can cast it as a bonus action.
Ritual Mastery
Starting when you reach 14th level in this class, you can attempt to cast a spell that you don’t have prepared that has the Ritual tag that has a casting time of an action using its regular casting time rather than the extended time for a Ritual. Doing so doesn’t require a spell slot.
You attempt to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell. On a successful check, you cast the spell as normal. On a failed check, the spell dissipates with no effect, and the action used to cast it is wasted.
Previous Versions
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