Base Class: Wizard
“Magic is not a mystery—it is a language. And I intend to become fluent.”
To most who pursue knowledge, magic is something to be studied, catalogued, and eventually mastered through discipline and repetition. But Arcanologists reject the notion that the arcane is static. To them, magic is alive—constantly shifting, adapting, and revealing itself only to those willing to observe it in motion.
The School of Arcanology is built on a singular belief: no spell is truly beyond reach. Every incantation, every gesture, every fleeting shimmer of power is a lesson waiting to be understood. These wizards do not confine themselves to dusty tomes or rigid traditions. Instead, they watch. They listen. They learn from the magic of others—friend and foe alike.
An Arcanologist is often found at the edge of conflict, not out of hesitation, but out of intent. They study the battlefield as a living classroom, dissecting spells as they are cast, unraveling their structure in real time. Where others see danger, they see opportunity.
Many Arcanologists describe their awakening not as a moment of discovery, but of realization—that the Weave is constantly speaking, and that they had finally learned how to hear it. Some recount visions of spells unfolding in slow motion, others speak of instinctively understanding magic they had never encountered before.
Their pursuit often draws them into rivalry with the more traditional practitioners, who view such methods as reckless or even heretical. To an Arcanologist, however, there is no greater truth than this: magic was never meant to be hoarded—it was meant to be understood.
“I do not steal spells. I do not borrow them. I witness them… and they become mine.”
—Serelis Grimthorne, Arcanologist Savant
Mystic Scholar
At 2nd level your study of the Weave has increased your aptitude as a wizard and gives you adept insight on arcane knowledge.
- When you finish a long rest, you can prepare one additional wizard spell. This increases to two additional spells at 6th level, and three at 14th level.
- Additionally, you gain proficiency in the Arcana skill. If you already have proficiency, you instead gain expertise.
Arcane Mimicry
Starting at 6th level, you have become proficient in deducing the intrinsic nuances of magic and the arcane, giving you the ability to reproduce spells merely by observing the casting ritual.
When you see a spell being cast of a level you can cast, you can use your Reaction and choose to make an Arcana Skill Check with a DC of 12 + the level of the spell being cast. On a success, you memorize the spell until the end of your next long rest. The spell counts as a wizard spell for you and you can cast the memorized spell once using a spell slot of the appropriate level or higher. After you cast it, the memorized spell is lost.
If the spell is on the wizard spell list, you may copy it into your spellbook following normal rules.
You may only memorize one spell at a time, attempting to memorize another erases the first. Whether you succeed or fail, you can use this feature once per long rest. This increases to two at 10th level, and three at 14th level.
Whisper of the Weave
At 10th level, you have a revelation into the nature of the Weave which leads to magical discoveries of untold proportions.
When you reach 10th level and learn your traditional two Wizard spells, you may also learn one additional spell of your choice from any class. This spell must be of a level you can cast. It counts as a Wizard spell for you and is always prepared.
Mimicry Mastery
By 14th level, your long and arduous studies have granted you mastery through mimicry and specifically spells learned through Arcane Mimicry.
You may select 1 spell you have stolen through the Arcane Mimicry feature as your Mimicry Mastery, allowing it to always be Prepared. You can change your Mimicry Mastery spell when you gain a level in this class. When you cast a spell through the Arcane Mimicry or your Mimicry Mastery, you may add one of the following benefits.
- Add Proficiency Bonus to one damage or healing roll of the spell
- If a spell forces a saving throw you may impose disadvantage for one target within range. A creature that succeeds on a saving throw against this feature is immune to this effect for 24 hours.
You can now use the Arcane Mimicry feature three times per long rest, granting it one of the previous benefits once per casting. You may still only memorize one spell at a time for recording spells.
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