Base Class: Wizard
The School of Anthropology is dedicated to learning about and creatures and their culture. You learn about them to write a book, better yourself, or anything that makes sense for you. Similar to a bard you travel the world learning about cultures and creatures of old and new. School of Anthropology wizards are especially proficient at learning about creatures and their culture.
Bonus Proficiencies
At second level you become proficient in the Insight and History skills.
Additionally you can add your intelligence modifier to any Insight check you make.
Understand Creature
You are especially good at reading people and understanding them
At 2nd level you can use an action to make an Insight check, on a creature within 60 feet of you, against the creatures contested charisma check. On a success you magically gain a good sense of their culture and mannerisms a well as one of the following pieces of information from the creature.
- Alignment
- Creature type or Subrace
- Features the creature gains from its race or creature type. (In simple terms: "It has innate spells" or "It does well vs poison")
- If the creature has innate spellcasting, you can transcribe those spells into your spellbook for 1/2 of the time and cost without a scroll. If you fail the arcana check to transcribe the spell you cannot try that spell again until you successfully use this feature on that creature again.
- Its ability scores relative to yours. (Same, Higher, Lower)
You can also gain the benefits of this feature, requiring no check, if you spend an hour observing the creature. It must remain within 60 feet for the full hour. You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses after a long rest.
Cultural Communicator
At 6th level you add the Comprehend Languages and the Tongues spells to your spellbook. These spells are always prepared and do not count against your number of spells prepared. You can cast the Comprehend Languages and the Tongues spells once a day each without using a spell slot.
Additionally you learn two languages from creatures you have used your Understand Creature feature on within the last 30 days.
Improved Understanding
At 10th level, when you use your Understand Creature feature, you learn more than you ever thought possible. If the target is a humanoid, you can magically gain the benefits of one of their racial features. If it not a humanoid, you magically gain one of the abilities that comes from its creature type. This feature can be determined by the DM and adjusted to be of a power appropriate to your level. You can only have one of these features at a time. You also learn that creatures CR when you use your Understand Creature feature.
Adapt Persona
At 14th level, you are now able to fully understand creatures. When you cast the Alter Self spell, and turn into a creature that you have used your Understand Creature feature on successfully, you gain the racial traits of that creature. When you cast the Alter Self spell once a day without using a spell slot, the spell also does not require concentration. (Not solid)
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