Base Class: Wizard
Arcane Tradition: Arcanist
- Arcane Research: At 2nd level, you are able to add a spell from any class’ spell list to your spellbook, providing you acquire a scroll of the spell or find it in a different spellbook. Doing so requires twice as much time and gold. Afterwards, that spell is treated as a wizard spell for you. It must be prepared to be cast.
- Arcane Insight: At 2nd Level, your intensive study of the intricacies of spellcasting grants you insight into the true nature of magic. You begin to understand the network of energies used to power magic and the systems which you cast your spells. You replace all Spell Slots of your Spellcasting Class Feature with the Spell Point Variant from the Dungeon Master’s Guide. Whenever another feature of the Wizard class refers to Spell Slots, instead use the Spell Point Variant. When you use your Arcane Recovery Class Feature, you regain a number of Spell Points up to the number of your current level, instead of regaining Spell Slots. Also, you learn two of the metamagic options below. You may pay the cost to apply one metamagic effect to a spell as you cast it. You may only apply one Metamagic option to a spell when you cast it, unless otherwise noted. You learn one additional Metamagic Option at 10th and 14th levels.
| Metamagic option | spell point cost | Effect |
|---|---|---|
| Carful Spell | 1 SP | When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 spell point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. |
| Distant Spell | 1 SP |
When you cast a spell that has a range of 5 feet or greater, you can spend 1 spell point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 spell point to make the range of the spell 30 feet. |
| Empowered Spell | 1 SP |
When you roll damage for a spell, you can spend 1 spell point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. |
| Extended Spell | 1 SP | When you cast a spell that has a duration of 1 minute or longer, you can spend 1 spell point to double its duration, to a maximum duration of 24 hours. |
| Heightened Spell | 3 SP | When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 spell points to give one target of the spell disadvantage on its first saving throw made against the spell. |
| Quickened Spell | 2 SP | When you cast a spell that has a casting time of 1 action, you can spend 2 spell points to change the casting time to 1 bonus action for this casting. |
| Seeking Spell | 2 SP | If you make an attack roll for a spell and miss, you can spend 2 spell points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell. |
| Subtle Spell | 1 SP | When you cast a spell, you can spend 1 spell point to cast it without any somatic or verbal components. |
| Transmuted Spell | 1 SP | When you cast a spell that deals a type of damage from the following list, you can spend 1 spell point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. |
| Twinned Spell | 1 SP per Spell Level |
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of spell points equal to the spell’s level to target a second creature in range with the same spell (1 spell point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are. |
- Arcane Conservation: At 6th Level, you learn to absorb a portion of a spell’s energy when it is cancelled. Whenever you successfully cast Counterspell or Dispel Magic, you regain a number of Spell Points equal to half of the targeted Spell’s cost in Spell Points, rounded down. (Example: You cast Dispel Magic on a 3rd Level Spell effect. Since the Spell Point cost of a 3rd Level Spell is 5 Spell Points, you regain half (rounded down), or 2 Spell Points.) This feature cannot cause you to regain Spell Points in excess of your current Spell Point Maximum.
- Arcane Analysis: At 10th level, you are so well versed in the mechanics of spellcasting that you are able to learn new spells simply by observing them when they are cast.
- When a creature that you can see begins casting a spell with observable components, you may use your reaction to make an Intelligence (Arcana) check opposed by a Spellcasting Ability Check made by the creature casting the spell.
- You automatically fail this check if the spell’s components were successfully veiled, such as by the Subtle Spell Metamagic option.
- If you succeed in this contested check, you are able to briefly memorize the details of the verbal, somatic, and material components used in the casting of the targeted spell. The spell that this feature targets must be of a level that you can currently cast, but may be from any class’ spell list.
- On your next turn, you may use your action to permanently transcribe the memorized components into your spellbook. If you do not note the details of the spell by the end of that turn, your memory of the components is insufficient to attempt to notate them again.
- If you were able to transcribe the details of the spell’s components into your spellbook, you may later attempt the process of reverse engineering the spell. Reverse engineering a spell in this manner is extremely difficult. The arduous trial and error it takes to permanently add a spell with this feature to your spellbook requires four times as much time and gold. Once complete, a spell added with this feature is treated as a wizard spell for you. It must be prepared to be cast.
- Arcane Acumen: At 14th Level, your research into spell preparation culminates in a breakthrough. When you use your Arcane Recovery feature, you may change your list of prepared spells.
Arcane Research
At 2nd level, you are able to add a spell from any class’ spell list to your spellbook, providing you acquire a scroll of the spell or find it in a different spellbook. Doing so requires twice as much time and gold. Afterwards, that spell is treated as a wizard spell for you. It must be prepared to be cast.
Arcane Insight
- At 2nd Level, your intensive study of the intricacies of spellcasting grants you insight into the true nature of magic. You begin to understand the network of energies used to power magic and the systems by which you cast your spells. You replace all Spell Slots of your Spellcasting Class Feature with the Spell Point Variant from the Dungeon Master’s Guide. Whenever another feature of the Wizard class refers to Spell Slots, instead use the Spell Point Variant. When you use your Arcane Recovery Class Feature, you regain a number of Spell Points up to the number of your current level, instead of regaining Spell Slots. Also, you learn two of the metamagic options below. You may pay the cost to apply one metamagic effect to a spell as you cast it. You may only apply one Metamagic option to a spell when you cast it, unless otherwise noted. You learn one additional Metamagic Option at 10th and 14th levels.
|
Metamagic Option |
Cost |
Effect |
|
Careful Spell |
1 Spell Point |
Choose (Int) characters to automatically succeed on their saving throw vs this spell. |
|
Distant Spell |
1 Spell Point |
Double the range of this spell, or, if the spell has a range of touch, change the range to 30 feet. |
|
Empowered Spell |
1 Spell Point |
Reroll (Int) number of damage die for this spell. You must use the new rolls. May be used in conjunction with a different Metamagic Option. |
|
Extended Spell |
1 Spell Point |
Double the duration of this spell, up to a maximum of 24 hours. |
|
Heightened Spell |
3 Spell Points |
One target of this spell has disadvantage on its first saving throw versus this spell. |
|
Quickened Spell |
2 Spell Points |
Change the casting time for this spell to 1 bonus action. |
|
Subtle Spell |
1 Spell Point |
You may cast this spell without any verbal or somatic components. |
|
Twinned Spell |
Spell Points equal to Level of Spell being Cast (1 Spell Point for Cantrip) |
If this spell only targets 1 creature and doesn’t have a range of self, you may target 1 additional creature within this spell’s range. |
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 spell points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 spell point to cast it without any somatic or verbal components.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 spell point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 spell point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 spell point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 spell point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 spell point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 spell points to give one target of the spell disadvantage on its first saving throw made against the spell.
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of spell points equal to the spell’s level to target a second creature in range with the same spell (1 spell point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Arcane Conservation
At 6th Level, you learn to absorb a portion of a spell’s energy when it is cancelled. Whenever you successfully cast Counterspell or Dispel Magic, you regain a number of Spell Points equal to half of the targeted Spell’s cost in Spell Points, rounded down. (Example: You cast Dispel Magic on a 3rd Level Spell effect. Since the Spell Point cost of a 3rd Level Spell is 5 Spell Points, you regain half (rounded down), or 2 Spell Points.) This feature cannot cause you to regain Spell Points in excess of your current Spell Point Maximum.
Arcane Analysis
At 10th level, you are so well versed in the mechanics of spellcasting that you are able to learn new spells simply by observing them when they are cast.
- Analyze Spellcasting: When a creature that you can see begins casting a spell with observable components, you may use your reaction to make an Intelligence (Arcana) check opposed by a Spellcasting Ability Check made by the creature casting the spell.
- You automatically fail this check if the spell’s components were successfully veiled, such as by the Subtle Spell Metamagic option.
- If you succeed in this contested check, you are able to briefly memorize the details of the verbal, somatic, and material components used in the casting of the targeted spell. The spell that this feature targets must be of a level that you can currently cast, but may be from any class’ spell list.
- Field Transcription: On your next turn after successfully using Analyze Spellcasting, you may use your action to permanently transcribe the memorized components into your spellbook. If you do not note the details of the spell by the end of that turn, your memory of the components is insufficient to attempt to notate them again.
- Reverse Engineer Spell: If you were able to successfully use Field Transcription to transcribe the details of a spell’s components into your spellbook, you may later attempt the process of reverse engineering the spell. Reverse engineering a spell in this manner is extremely difficult. The arduous trial and error it takes to permanently add a spell with this feature to your spellbook requires four times as much time and gold. Once complete, a spell added with this feature is treated as a wizard spell for you. It must be prepared to be cast.
Arcane Acumen
At 14th Level, your research into spell preparation culminates in a breakthrough. You may now change your list of prepared spells at the end of a short rest as well as a long rest.







Comments