Base Class: Wizard
Your study of magic does not focus on any specific school. Instead, you study all 8 schools and the boundaries between them. Universalists are the foremost experts of versatile spellcasting and rituals amongst wizards. Adventuring parties value universalists for their sheer utility and usefulness in everysituation.
Level 3: Universalism
You gain an additional use of Arcane Recovery. Additionally, when you use Arcane Recovery to recover spell slots, the maximum combined level of spell slots recovered is half your Wizard level (round up) + your proficiency bonus. (You can still only use one Arcane Recovery per short rest).
You also gain access to the Bard, Sorcerer, and Warlock spell lists for learning new spells when levelling up or scribing into your spellbook.
Level 3: Pattern Recognition
Whenever you complete a long rest, you may choose two numbers between 1 and 20. Whenever you or an ally rolls a die and the result is one of those numbers (unmodified), you can choose one of the following (no action cost):
- Immediately recover a spent level 1 spell slot.
- Immediately swap a prepared spell with an unprepared spell in your spellbook.
Level 6: Improved Patterns
Whenever your chosen Pattern Recognition numbers appear as the result of a die roll, you the following additional options to choose from:
- Gain disadvantage on the next d20 test you make to add your Intelligence modifier to that ally's roll.
- Reduce the casting time of the next ritual spell you cast (before your next long rest) by 10 minutes.
Level 10: Boundary Breaker
Whenever you cast a spell, you can choose to alter the casting into a different school of magic. Doing so gives you one of the following effects based on the school you change it into:
- Abjuration - You or an ally you can see within 60 feet gains a +2 to their AC until the start of your next turn (this cannot stack).
- Conjuration - As part of the casting of the spell, you can also teleport to an unoccupied space you can see within 15 feet.
- Divination - Until the start of your next turn, you gain the benefits of True Sight and Tongues.
- Enchantment - One creature that is not the target of the spell must make a Wisdom save or become Charmed by you until the start of your next turn.
- Evocation - Any creatures of you choice in a 10 foot sphere around the target (but not the target itself) must make a Dexterity save or take force damage equal to 2d4 + the spell's level.
- Illusion - You gain the Invisible condition until the start of your next turn.
- Necromancy - You gain a number of temporary hit points equal to 4 times the spell's level.
- Transmutation - Up to one target creature you can see within 60 feet must make a Constitution save or become Slowed until the end of its next turn.
Level 14: Perfected Patterns
Whenever you select numbers for your Pattern Recognition feature, you can now select three instead of two numbers.
Additionally, when one of your numbers appears on a die, you gain the following additional options to choose from:
- All creatures gain disadvantage on all saving throws for the next spell you cast.
- When you next cast a ritual spell, you can choose a second ritual spell and cast it at the same time.
You can now also choose one option for each of your chosen numbers that appear, if multiple appear in a single roll of dice, up to a maximum of 3.
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