Base Class: Wizard
As an Ancient Scholar, you uncover ancient, unique spells, and create new ones.
Ancient Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an ancient spell into your spellbook is halved.
An ancient spell is a certain type of spell (campaign specific) that the DM creates, or one that you create using Create Ancient Spell
In addition, you can learn Ancient Spells, a certain type of spell that was lost to time. (Campaign Specific: The DM will create the Ancient Spells). Ancient Spells are typically found in runic form.
Arcane Color Switch
Starting at 2nd level when you choose this school, you can change the damage type of one first, second, or third level spell as you cast it. You can do this a number of times equal to your Intelligence modifier (minimum of 1).
Create Ancient Spell
Beginning at 6th level, you can create your own, special spell. You can have one such spell, and gain another when you reach 7th, 11th, and 15th level. You have a number of Spell Creation points depending on the spell's level that you can use for different features, shown in the table below. Each spell must have a damage type, a range, and at least one damage die. You can only create cantrips, 1st, or 2nd level spells. Cantrips have 10 points, 1st level spells have 10 points, and 2nd level spells have 20 points. 1st level spells must use d6 or higher damage dice, 2nd level spells must use d8 or higher damage dice.
Spell Effects: (Cantrips, 1st Level, and 2nd Level) Point Cost
|
Poison, Acid, Cold or Fire Damage Type |
1 point |
|
Psychic, or Thunder Damage Type |
2 points |
|
Necrotic or Radiant Damage Type |
3 points |
|
Force Damage Type |
4 points |
|
d4 damage die |
1 points |
|
d6 damage die |
3 points |
|
d8 damage die |
4 points |
|
d10 damage die |
5 points |
|
d12 damage die |
6 points |
|
Touch Radius |
1 point |
|
15 foot range |
2 points |
|
30 foot range |
3 points |
|
60 foot range |
4 points |
|
120 foot range |
5 points |
Spell Effects (1st and 2nd Levels only)
|
10 foot sphere |
2 points |
|
15 foot sphere |
4 points |
|
20 foot sphere |
6 points |
|
DEX saving throw |
1 point |
|
CON or WIS saving throw |
2 points |
|
STR or CHA saving throw |
3 points |
|
INT saving throw |
4 points |
|
Target gains no benefit from cover |
3 points |
|
Spreads around corners |
3 points |
|
15 foot cone |
3 points |
|
30 foot line |
6 points |
|
30 foot cone |
7 points |
|
Doesn’t damage you |
3 points |
|
Doesn’t damage you and one of your allies |
4 points |
Offensive Spell
Starting at 10th level, you have a pool of extra magic you can expend while casting offensive spells, in the form of Magic Points. You have a number of Magic Points equal to your level plus your proficiency bonus plus your Intelligence modifier. When you cast a spell of 1st-5th level that requires an attack roll, you can choose to expend Magic Points to upcast it, as shown by the table below. You cannot upcast past 8th level. You regain all expended Magic Points when you finish a short or long rest.
Level upcasting to: MP Cost
|
2 |
4 |
|
3 |
5 |
|
4 |
7 |
|
5 |
9 |
|
6 |
12 |
|
7 |
16 |
|
8 |
20 |
These costs are additive, meaning it would cost 9 points to turn a first level spell into a 3rd level spell.
In addition, you can expend 2 Magic Points to regain a use of Arcane Color Switch.
Ancient Reconstruction
At 14th level, when you cast an Ancient Spell, you can regain health equal to the level of the spell cast plus your proficiency bonus.
Ancient Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an ancient spell into your spellbook is halved.
An ancient spell is a certain type of spell (campaign specific) that the DM creates, or one that you create using Create Ancient Spell
In addition, you can learn Ancient Spells, a certain type of spell that was lost to time. (Campaign Specific: The DM will create the Ancient Spells). Ancient Spells are typically found in runic form.
Arcane Color Switch
Starting at 2nd level when you choose this school, you can change the damage type of one first, second, or third level spell as a bonus action while you cast the spell. You can do this a number of times equal to your Intelligence modifier (minimum of 1).
Create Ancient Spell
Beginning at 6th level, you can create your own, special spell. You can have one such spell, and gain another when you reach 7th, 11th, and 15th level. You have a number of Spell Creation points depending on the spell's level that you can use for different features, shown in the table below. Each spell must have a damage type, a range, and at least one damage die. You can only create cantrips, 1st, or 2nd level spells. Cantrips have 10 points, 1st level spells have 10 points, and 2nd level spells have 20 points. 1st level spells must use d6 or higher damage dice, 2nd level spells must use d8 or higher damage dice.
Spell Effects: (Cantrips, 1st Level, and 2nd Level) Point Cost
|
Poison, Acid, Cold or Fire Damage Type |
1 point |
|
Psychic, or Thunder Damage Type |
2 points |
|
Necrotic or Radiant Damage Type |
3 points |
|
Force Damage Type |
4 points |
|
d4 damage die |
1 points |
|
d6 damage die |
3 points |
|
d8 damage die |
4 points |
|
d10 damage die |
5 points |
|
d12 damage die |
6 points |
|
Touch Radius |
1 point |
|
15 foot range |
2 points |
|
30 foot range |
3 points |
|
60 foot range |
4 points |
|
120 foot range |
5 points |
Spell Effects (1st and 2nd Levels only)
|
10 foot sphere |
2 points |
|
15 foot sphere |
4 points |
|
20 foot sphere |
6 points |
|
DEX saving throw |
1 point |
|
CON or WIS saving throw |
2 points |
|
STR or CHA saving throw |
3 points |
|
INT saving throw |
4 points |
|
Target gains no benefit from cover |
3 points |
|
Spreads around corners |
3 points |
|
15 foot cone |
3 points |
|
30 foot line |
6 points |
|
30 foot cone |
7 points |
|
Doesn’t damage you |
3 points |
|
Doesn’t damage you and one of your allies |
4 points |
Offensive Spell
Offensive Spell
Starting at 10th level, you have a pool of extra magic you can expend while casting offensive spells, in the form of Magic Points. You have a number of Magic Points equal to your level plus your proficiency bonus plus your Intelligence modifier. When you cast a spell of 1st-5th level that requires an attack roll, you can choose to expend Magic Points to upcast it, as shown by the table below. You cannot upcast past 8th level. You regain all expended Magic Points when you finish a short or long rest.
Level upcasting to: MP Cost
|
2 |
4 |
|
3 |
5 |
|
4 |
7 |
|
5 |
9 |
|
6 |
12 |
|
7 |
16 |
|
8 |
20 |
These costs are additive, meaning it would cost 9 points to turn a first level spell into a 3rd level spell.
In addition, you can expend 2 Magic Points to regain a use of Arcane Color Switch.
Ancient Reconstruction
At 14th level, when you cast an Ancient Spell, you can regain health equal to the level of the spell cast plus your proficiency bonus.







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