Wizard
Base Class: Wizard

These are those who insist on leading balanced lives, going through life and learning from experiences to become well-rounded individuals. That is not the way of Esoteromancy. For Esoteromancers, there is only study, and magic. Bits of knowledge flow in from various sources, mostly taught or read. Their worlds consist of the shaping in their own minds. The wizards who practice this arcane art may have experienced very little, but they know a great deal, and are ever-hungry to learn more. 

Esoteric Knowledge

Starting at 2nd level, your esoteric studies can grant you temporary inspiration in certain studied topics. Whenever you finish a short or long rest, you choose one of the Arcana, History, Nature, or Religion skills. You have proficiency with the chosen skill until you use this feature again. 

Esoteric Magic

At 2nd level, your vast and varied studies have granted you understanding into magic beyond the scope of most wizardly pursuits. You can transcribe spells from any class's spell list into your spellbook, but only if a spellcaster that can cast the spell spends the time to teach you the spell, or if you copy the spell from a written form, such as a magical spell scroll. The process of copying the spell into your spellbook takes 4 hours per level of the spell, and costs 100 gp per level. The spell must be of a level for which you can prepare wizard spells, and have spell slots to cast. Spells written into your spellbook this way count as wizard spells when you cast them. 

Mind Palace

At 6th level, your mind has realigned itself to use knowledge as a defense on attacks against it. As a reaction when you are forced to make a Wisdom or Charisma saving throw, you can add your Intelligence modifier to the result. You must use this reaction before rolling the Wisdom or Charisma save.

Momentary Ideation

At 10th level, you have gained the ability to rearrange your mind at a moment's notice. As an action, you can replace spells you have prepared that have a combined level of up to half your wizard level with other spells from your spellbook up to the same combined spell levels as you replaced. You can't use this feature again until you finish a long rest.

Shadow Esoteromancy

By 14th level, you have gained so many bits of knowledge that by weaving together the forces of magic, you can mimic spells that are beyond even your own knowledge. As an action, you can attempt to conjure a spell of your choice from any class's spell list.  The spell must have a casting time of 1 action, be of a level for which you have spell slots, and you must follow the normal rules for casting it, including possibly consuming material components and expending a spell slot. Make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, you cast the spell. It counts as a wizard spell when you cast it.

Once you have successfully cast a spell this way, you can't do so again until you finish a long rest.

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