Base Class: Wizard
The Wizards of old underwent years of study and training to become masters. The school was founded by Merlin and a few of his apprentices. There they taught the old magics. Rituals and incantations passed down from one Wizard to the other.
Channel Arcane Lore
Classical Wizards possess the talent to pool arcane knowledge into their mind for a brief moment. Accessing the vast lore of all magic and tapping into the power. Starting at 2nd level, as an action you can cast any spell from the wizards spell list. However you must roll a d20 + your intelligence modifier. The spell's DC is the spell level + 10. If the check fails, so does the spell, and the action used to cast the spell is wasted.
When you use this ability to cast a cantrip you automatically succeed the check.
You can do this a number of times equal to your intelligence modifier. You regain the uses after a long rest.
Classical Wizard Robes
Each Classical Wizard creates a unique set of wizard robes, wizard hat, and magical staff. The items are magically created after you perform a 1 hour ritual. You can customize how the robes, hat, and staff appear. The items give off a faint magical energy.
While wearing the robes, you ignore the material cost for spells. As you pull the necessary material from seemingly out of your robe. However this does not include material components that are consumed during the casting. In addition, while wearing the robes, you can store up to 500 lbs of items in them as if you have a bag of holding.
While wearing the wizard's hat, you can add your intelligence modifier to a charisma check once per short rest.
After creating the staff as an arcane focus, you learn the cantrips Mage hand and Minor illusion. In addition, once per long rest, as an action you can cast one ritual spell instantly.
If the robes, hat, or staff are lost/destroyed, you must complete a 1 hour ritual to create them again. If the items are on the same plane of existence, you can summon the items as a bonus action on your turn, causing them to teleport instantly to your hands.
Arcane Mind Palace
Classical Wizards train in construction of their own Arcane Mind Palace. An elaborate mental state taught to them by none other than Merlin himself.
Starting at 6th level, you no longer need a spell book, as you memorize the book within your mind. You still need to prepare spells as normal, and it still takes time and gold to learn new spells. However, you can now prepare your intelligence modifier x2 in spells. Example: at 6th with a 20 in intelligence, you can now prepare 16 spells per day instead of 11.
In addition, when you use your Arcane recovery feature, you can regain a number of uses for your Arcane Lore feature. The number recovered is equal to your proficiency.
Merlin's Mastery
Once per long rest, you can choose a 2nd level, 6th level, or 10th level feature from one of the Wizard's subclasses. Until the next long rest you can now use the feature chosen.
Example: You can switch to The School of Transmutation's Minor alchemy into The School of Illusion's Malleable Illusions.
In addition, when you use your Arcane recovery feature, you can use this feature again.
Venerable
Once a Classical Wizard has shown true devotion to the arcane arts they become a Venerable. One of the fabled wizards of the past that shapes the world's destiny.
Starting at 14th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. You then recover spell slots can have a combined level that is equal to your proficiency. Once you use this ability, you can’t use it again until you finish a long rest. Doing so changes the color of your robes and hat.
Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.
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