Wizard
Base Class: Wizard

Wizards of the school of Arcane Knowledge strive to be the ultimate utility casters. They are able to fit the role of any caster and able to be anywhere on the battlefield. 

 

Please work with your DM's on the GP cost for all of the spell transcriptions.

Expanded Mind

Your arcane prowess has been bolstered. From now on you can have two additional spells prepared. This number increases at 6th, 10th, 14th, and 18th level, so 3 extra spells at level 6, 4 at level 10, 5 at level 14 and 6 at level 18.

Music of the Weave

Through studying the way of the weave, you have begun to understand other types of magic. You gain access to the Bard spell list. You can still only add Wizard spells to your spell book when you level up. You add Bard spells to your spell book through 3 * the spell level hours of study with a mentor who can cast that spell. When casting a Bard spell, use Charisma as the spell-casting ability modifier. If a spell is both usable by Bard and Wizard, you may choose which ability score to use.

Nature of the Weave

Your study of magic has allowed you to begin letting the weave into your blood.. You gain access to the Ranger and Druid spell lists. You can still only add Wizard spells to your spell book when you level up. When using a Ranger or Druid spell, use Wisdom as the spell-casting ability modifier. If a spell is usable by 2 or more classes with different ability score uses, you may choose which ability score to use. Spells transcribed into your spell book other than wizard spells now take 2.5 * Spell Level hours with a mentor who can cast the spell. Furthermore, you gain the ability to take a cantrip from each new type of magic learned. You gain a Bard and a Druid cantrip, and another cantrip of your choice. 

You also gain access to the Multi-Caster Feat.

Power of the Weave

Through studying the way of the weave, you have begun to draw massive amounts of power from it. You gain access to the Sorcerer and the Warlock spell lists. You can still only add Wizard spells to your spell book when you level up. You add Sorcerer and Warlock spells to your spell book through 2 * the spell level hours of study with a mentor who can cast that spell. When casting a Sorcerer or a Warlock spell, use Charisma as the spell-casting ability modifier. If a spell is both usable by two or more classes with different modifiers, you may choose which ability score to use. You gain a Warlock cantrip. You can study spells by yourself, with only a scroll or other manuscript to teach you, by taking 4 * Spell Level hours to learn it.

You also gain access to the Magic Surge. When you cast a spell, you can choose to activate a Magic Surge. If you do, the spell's level is increased by one. Immediately after, a dead magic zone is created 50 ft diameter around you with you as the center. All magic ceases to function in this zone and is dispelled. Potions don't work and magic items cease to have magic properties. This zone lasts for 1 hour. You can cast this up to your Wisdom Modifier times before a long rest, and regain all charges after a long rest.

God of the Weave

Through studying the way of the weave, you have been able to fuse magic into your very being. You gain access to the Paladin and Cleric spell lists. You can still only add Wizard spells to your spell book when you level up. You add foreign spells to your spell book through 1.5 * the spell level hours of study with a mentor who can cast that spell. When casting a Paladin spell, use Charisma as the spell-casting ability modifier. When casting a Cleric spell, use wisdom as the spell casting modifier. If a spell is both usable by 2 or more classes with different modifiers, you may choose which ability score to use. You gain a Cleric cantrip and a cantrip of your choice. Also, teaching yourself a spell now take 3 * Spell Level hours to learn.

Magic Within: You have fused the weave into your being. A sphere in a 10ft radius around you is always magical, no matter if your in a dead or antimagic zone. If you enter a dead magic or antimagic zone, you have disadvantage on all saving throws. You also take 1d10 necrotic damage every minute you are inside of it. 

Your Magic Surge is upgraded to 75ft in diameter.

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