Wizard
Base Class: Wizard

Most wizards specialize in a particular school of magic, limiting themselves to one direction of growth. You have chosen not to restrict yourself in this way. You are a generalist, one who has chosen a broader goal of versatility and adaptability over specializing in a magical school.

Arcane Expert

Starting at 2nd level you gain proficiency in the Arcana skill if you do not already have it. You add double your proficiency bonus to Intelligence (Arcana) checks.

Ritual Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a ritual spell into your spellbook is halved.

Prodigious Inspiration

At 2nd level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this ability again until you finish a short or long rest.

Magical Secrets

By 6th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes to add to your spellbook. A spell you choose must be of a level you can cast, as shown on the Wizard table, or a cantrip. The chosen spells count as wizard spells for you, are always prepared, and don't count against the spells that you can prepare.

You can choose an additional two spells from any classes to add to your spellbook at 10th and 14th level.

Magical Secrets

At 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes to add to your spellbook. A spell you choose must be of a level you can cast, as shown on the Wizard table, or a cantrip. The chosen spells count as wizard spells for you, are always prepared, and don't count against the spells that you can prepare.

You can choose an additional two spells from any classes to add to your spellbook at 14th level.

Magical Secrets

At 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes to add to your spellbook. A spell you choose must be of a level you can cast, as shown on the Wizard table, or a cantrip. The chosen spells count as wizard spells for you, are always prepared, and don't count against the spells that you can prepare.

Master Magician

Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, as a bonus action you can choose a target of one of your spells to have disadvantage on the initial save of the spell. You can do this a number of times equal to your intelligence modifier, and you regain all uses of this feature at the end of a long rest.

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