Base Class: Wizard
The Patchwork Knowledge Wizards are known for their unique spells and broad understanding of non-magic related academic knowledge.
Brain Points:
When you pick this subclass, you gain a pool of brain-points equal to twice your character level.
You can expend them on certain subclass features, and you regain all of them after a long rest.
If you try using a subclass feature that will lower your brain-points below 0 it will still work, but you take 1d8 psychic damage for each brain-point over the limit. If you use a feature that requires brain-points while already below the limit it also works, but you will take 1d8 psychic damage for every expended brain-point; however you additionally take 1d4 - 1 levels of exhaustion, regardless of the amount of brain-points spent.
You are unable to use any feature requiring brain-points if your exhaustion level is higher than 0.
Broad Knowledge:
At 2nd level you gain proficiency in the history, nature, investigation and medicine skills. If you already had proficiency in one of these skills, you can choose another skill to gain proficiency in instead.
Additionally, at levels 2, 6, 10 and 14 you can pick 2 cantrips from any class other than wizard and learn them by heart. They do not count against your cantrips known, but in order to cast one of them you need to expend one brain-point.
Generalized Problem Solving:
Starting at 6th level, you can spend one brain-point to add your intelligence modifier to any ability check. It can only be added before rolling the check. You can also add it to saving throws, except for constitution and death saves. You can only do this once per ability check or saving throw.
Starting at 10th level, you can alternatively spend 2 brain-points to add the modifier after rolling the check or save.
In the Know:
Starting at 10th level, you can expend 8 brain-points in order to use your wide array of knowledge to assess one creature or object and find out one specific detail about it with absolute certainty. (Out of character, you can ask the DM and they have to tell you the detail without requiring any check. These can be things like damage resistances, Hit Points, Challenge Rating, if they know a specific spell, if the item is magical or not, if this object is a trap, ...)
Juggling Knowledge:
Starting at 14th level, whenever you prepare a new set of spells, the ones you had previously prepared become your so called juggled spells, and your previous juggled spells vanish from your mind. The juggled spells do not count against your spells prepared. You can cast both your prepared spells as well as your juggled spells, but casting a juggled spell requires expending brain-points equal to the spell-slot level at which the juggled spell is being cast.
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