Base Class: Wizard
The Student of All is a practitioner of the arcane who, through the rigorous study of other types of magic learned to delve deeper into the root of all magic. By learning about the essence of the weave and the different ways other types of spellcasters use it, they have learned to emulate some of their ways.
Lore Mastery
Starting at 2nd level, the Student of All has become a compendium of knowledge on a vast array of topics. You gain expertise in Arcana, History, Nature and Religion if you are already proficient in that skill. If you become proficient in any of these skills later, you also gain expertise along with it.
Student of All
Starting at 2nd level a Student of All may use their considerable flexibility with magic to achieve a variety of effects beyond that normally available to a more traditional wizard. By using a Bonus Action, the Student of All may call to mind the ability to cast one spell of your choice from any class' spell list. The spell must be of a level for which you have spell slots, you mustn't have it prepared, and you follow the normal rules for casting it, including spending a spell slot. You use the spellcasting ability for the class you are borrowing from. Charisma for Sorcerer, Wisdom for Cleric etc. Determining all DC's and effects based on your ability score.
The ability to case the spell vanishes from your mind when you cast it or when you finish Concentrating if the spell has a duration longer than instant. Any effect, including creatures or objects, created by this spell can last no longer than an hour. This spell cannot be scribed into a scroll or stored by any other method. Including items or wands. You can't use this feature again until you finish a long rest.
Spell Secrets
At 6th level the Student of All masters the first in a series of arcane secrets uncovered by their extensive studies.
You have approached true mastery of magic that few can equal. You learn mastery over magical energies, and when casting spells that use spell slots that deal on-physical sources of damage, you may choose to alter the type of damage they deal to any damage type you've mastered. Spells that deal purely physical damage or no damage at all cannot be modified by this effect.
You master one damage type at 6th level and a new one every level after until you have unlocked every damage type. You can pick which ones you master from this list: Acid, Cold, Fire, Lightning, Necreotic, Thunder
Starting at 10th level your options for damage types expand to now include Force and Radiant.
Also at 6th level your mastery over spell manipulation allows you to change how your spell targets your foes. When you cast a spell with a spell slot and the spell required a saving throw, you can change the saving throw from one ability score to another of your choice belonging to their category. The physical category includes Strength, Dexterity and Constitution saving throws and the mental category includes Intelligence, Wisdom and Charisma saving throws. Once you have changed a saving throw in this way, you cannot do so again until you finish a short or long rest.
Mastery of Magic
At 10th level, through intense study and experimentation with magic and metamagic like spell secrets, a Student of All expands their power at an inspiring rate. At 10th level a Student of All gains 7 new spells to add to their spell book and they now gain an extra 2 spells on each subsequent level up. They may also use a bonus action to replace one of the spells they have prepared with one in their spellbook. Once they use this feature they cannot do so again until they have finished a short or long rest.
In addition the Student of All has perfected their study of other types of magic allowing them to use their Student of All ability an amount of times per day equal to their intelligence modifier instead of once before needing a long rest and now casts these spells as if they were wizard spells. Effects, including summoned creatures or objects created by these spells now can last up to 4 hours instead of one. All other limitations still apply.
Alchemical Casting
Beginning at 14th level a Student of All may channel additional power into their spells to achieve greater power, by expanding more energy. Allowing them to enhance their spells in three different ways. Only one enhancement can be added to a spell upon casting.
Power: A 1st level slot may be expended to deal an additional 1d10 force damage to one target of a damaging spell. If the spell affects multiple targets, only one target receives this extra damage. For every higher slot spent (up to 3rd level) another target can be added to receive this additional damage if the spell allows such OR another 1d10 is dealt to the same creature. Damage dealt by the extra spell slots follows the rules of the base spell and only applies to the first turn if the spell deals continuous damage over multiple turns.
Tenacity: A 2nd level spell slot may be sacrificed to make a spell's effects harder to resist. The spell's DC is increased by 2 for the initial save to resist. Unlike with power, all targets of an area of effect spell face this increased DC. For every two levels of the spell slot above 2nd that is sacrificed, the spell DC is increased by an additional two.
Grasp: By consuming a 3rd level spell slot, a spell's range or area of effect may have its dimensions increased. The range may either be tripled, or all dimensions of the effect are increased by half. For example a 20ft radius fireball would gain 10ft of radius for a total of a 30ft radius sphere.
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