I am playing a character that has not yet chosen his arcane school and would much rather pick up a bit of whatever, without committing to a single arcane school This led to hypothesizing about a "non school" universalist or generalist subclass, one for those wizards who don't have access to formal training or who refuse it on principle. Not sure if it exists already and I am reinventing the wheel.. but here it is. (I am also trying to put it into dndbeyond but the subclass creation seems.. complex.
Anyway, I would like to know whether this is balanced both internally and compared to other (sub)classes, and whether it feels like it would work in game and be fun to play
Arcane Tradition: School of the Unbound Arcanist
Wizards who follow the tradition of the Unbound Arcana (often called Universalists or Generalists) dedicate themselves to the entire spectrum of magical knowledge, understanding the fundamental principles that govern all eight schools. They trade the explosive focus of a specialist for unmatched flexibility and strategic preparedness.
Full Description
The majority of wizards dedicate their lives to mastering a single Arcane Tradition—Evocation for destruction, Abjuration for defense, and so on. This specialization is the hallmark of formalized study, guided by dogmatic masters and academic institutions.
However, the Universalist approaches magic from a fundamentally different perspective. They are often autodidacts, self-taught scholars, or students who intentionally refuse the binding dogmas of specialized academies. This lack of formal structure, whether by circumstance or choice, forces them to scrape together their knowledge from every available source: scraps of ancient scrolls, conflicting theories recorded by minor hedge wizards, and intuited truths found through dangerous experimentation.
The Universalist believes that true magical knowledge is found not in singular mastery, but in the synthesis of all magical paths. They are the eternal students of the Weave, driven by a boundless curiosity that compels them to delve into every school of magic, philosophy, and practical application, including the domains of Divine and Primal magic.
A Universalist's spellbook is a chaotic, comprehensive archive of knowledge, full of competing theories and fragmented breakthroughs. They might spend a day studying the nature of Necromancy and the next testing a new principle of Transmutation. This lack of singular focus prevents them from achieving the most potent specialized effects, but it makes them the most adaptable and resourceful scholars alive. They excel at recognizing a magical problem and immediately knowing which arcane, primal, or divine principle can be applied to solve it.
They are often independent researchers, wilderness sages, or archivists who see the world as their only sufficient classroom. While they may lack the raw, focused power of their specialist colleagues, their ability to consistently have the right tool for any job—whether a rarely prepared utility ritual or an unconventional damage type—makes them invaluable companions to any adventuring party.
Intuitive Preparation
2nd-level Unbound Arcanist feature
Your constant study across the entire breadth of the arcane has strengthened your ability to hold complex magical formulations in your mind simultaneously.
The number of spells you can prepare each day increases by a number equal to your Proficiency Bonus (PB).
You learn one extra language of your choice.
You gain proficiency with one type of artisan’s tools of your choice.
You gain proficiency in one of the following skills: Arcana, History, Insight, Investigation, Medicine, Nature, Religion, or Survival.
Balanced Scribing
2nd-level Unbound Arcanist feature
Your comprehensive understanding of magical notation allows you to strategically adjust the process of adding new spells to your spellbook. When you copy a wizard spell into your spellbook, you may choose one of the following benefits:
Rapid Copy: You halve the time required to copy the spell, but you must pay the full gold cost.
Frugal Copy: You halve the gold cost required to copy the spell, but the time required is doubled.
Calculated defense
2nd-level Unbound Arcanist feature
Your mind is constantly calculating the forces that shape the world around you, allowing you to use your sheer intellect as a defense. When determining your Armor Class (AC), you may use your Intelligence modifier instead of your Dexterity modifier. You retain your current armor proficiencies (only light armor if your race grants no others).
Weave Resonance
6th-level Unbound Arcanist feature
By continually channeling magical energy through various schools, you generate a residual, protective buffer of raw power.
When you cast a spell using a spell slot of 1st level or higher, you gain a pool of temporary hit points equal to the spell's level times your Intelligence modifier (minimum 1).
These temporary hit points last until you finish a long rest.
You can use this feature once, and you regain the ability to do so when you finish a short or long rest.
Focused Research
6th-level Unbound Arcanist feature
Your deep study into the boundaries between arcane, divine, and primal magic grants you limited access to non-Wizard knowledge.
You can add two spells of 1st level or higher that have the Ritual tag from the Cleric or Druid spell list to your spellbook. For you, these spells count as Wizard spells, but can only be cast as a ritual.
Arcane Flexibility
10th-level Unbound Arcanist feature
Your complete command over diverse arcane principles allows you to manipulate a spell's fundamental characteristics as you cast it. When you cast a Wizard spell of 1st level or higher, you can use a bonus action to slightly alter its nature, choosing one of the following benefits:
Subtle Shift: Change the spell's damage type to another damage type.
Focus Shift: Choose a single creature targeted or affected by the spell. That creature must roll the save with disadvantage, OR an ally affected by the spell gains advantage on a saving throw against the spell. This effect applies only to the first saving throw the spell forces.
You can use this feature once, and you regain the ability to do so when you finish a short or long rest.
Prodigious Memory (Capstone)
14th-level Unbound Arcanist feature
Your mind's capacity for rapid magical synthesis reaches its peak. You can instantly replace a significant portion of your prepared spells, allowing you to adapt to new situations immediately.
You can use a bonus action to replace up to three spells you have prepared with any other three spells from your spellbook.
You can use this feature once, and you regain the ability to do so when you finish a short or long rest. This massive increase in preparedness and versatility is your ultimate mastery of the arcane.
There are a few issues, but this is pretty good, especially considering it's on D&D Beyond.
For Intuitive Preparation, you really don't need to say that the bonus to spells prepared is, in fact, a bonus.
In most cases, the time spent scribing spells isn't important, so that part of Balanced Scribing isn't really impactful.
Focused Research is pretty underwhelming. Two rituals. Yay.
Subtle Shift is basically useless, because so few spells do more than one damage type, and how does making a spell that doesn't deal damage deal damage work?
Balanced scribing is meant to be a ribbon feature. As is focused research.
Yeah, the turning not dealing damage into dealing damage is a leftover bit of text from a first draft. As is the other bit. I changed it
That said, I'm not sure why subtle shift is useless.
I'm Also wondering if i should've made weave resonance be level of the spell x int, instead of +int... Because casting a 9th level spell happens at the highest levels of game, where enemies and monsters deal buckets of damage, and regaining 14hp is largely inconsequential, both mechanically and, in game as a reward for casting world shaking spells. Making INT a multiplier send a better scaling... Especially since it only happens once per short rest at best...Or is that too powerful?
Edit: the more I think about this last point, the more I'm convinced. It should be level x int, for it to ac5 like a second wind equivalent, rather than a flat bonus that does nothing at higher levels. I'm changing it and also making it once per short rest instead of once per turn
Wizards who follow the Tradition of the Universalist dedicate themselves to the entire spectrum of magical knowledge, understanding the fundamental principles that govern all eight schools. They trade the explosive focus of a specialist for unmatched flexibility and strategic preparedness.
Full Description
The majority of wizards dedicate their lives to mastering a single Arcane Tradition—Evocation for destruction, Abjuration for defense, and so on. This specialization is the hallmark of formalized study, guided by dogmatic masters and academic institutions.
However, the Universalist approaches magic from a fundamentally different perspective. They are often autodidacts, self-taught scholars, or students who intentionally refuse the binding dogmas of specialized academies. This lack of formal structure, whether by circumstance or choice, forces them to scrape together their knowledge from every available source: scraps of ancient scrolls, conflicting theories recorded by minor hedge wizards, and intuited truths found through dangerous experimentation.
The Universalist believes that true magical knowledge is found not in singular mastery, but in the synthesis of all magical paths. They are the eternal students of the Weave, driven by a boundless curiosity that compels them to delve into every traditional school of magic, philosophy, and practical application, including the domains of Divine and Primal magic.
A Universalist's spellbook is a chaotic, comprehensive archive of knowledge, full of competing theories and fragmented breakthroughs. They might spend a day studying the nature of Necromancy and the next testing a new principle of Transmutation. This lack of singular focus prevents them from achieving the most potent specialized effects, but it makes them the most adaptable and resourceful scholars alive. They excel at recognizing a magical problem and immediately knowing which arcane, primal, or divine principle can be applied to solve it.
They are often independent researchers, wilderness sages, or archivists who see the world as their only sufficient classroom. While they may lack the raw, focused power of their specialist colleagues, their ability to consistently have the right tool for any job—whether a rarely prepared utility ritual or an unconventional damage type—makes them invaluable companions to any adventuring party.
Intuitive Preparation
2nd-level Tradition of the Universalist feature
Your constant study across the entire breadth of the arcane has strengthened your ability to hold complex magical formulations in your mind simultaneously.
The number of spells you can prepare each day increases by a number equal to your Proficiency Bonus (PB), added to the normal calculation of your Wizard Level + Intelligence Modifier.
You learn one extra language of your choice.
You gain proficiency with one type of artisan’s tools of your choice.
You gain proficiency in one skill of your choice from the list below. Skill Options: Arcana, History, Insight, Investigation, Medicine, Nature, Religion, or Survival.
Balanced Scribing 2nd-level Tradition of the Universalist feature
Your comprehensive understanding of magical notation allows you to strategically adjust the process of adding new spells to your spellbook. When you copy a wizard spell into your spellbook, you may choose one of the following benefits:
Rapid Copy: You halve the time required to copy the spell, but you must pay the full gold cost.
Frugal Copy: You halve the gold cost required to copy the spell, but the time required is doubled.
Weave Resonance 6th-level Tradition of the Universalist feature
By continually channeling magical energy through various principles, you generate a residual, protective buffer of raw power. When you cast a spell using a spell slot of 1st level or higher, you gain a pool of temporary hit points equal to the spell's level multiplied by your Intelligence modifier (minimum 1). You can use this feature once, and you regain the ability to do so when you finish a short or long rest.
Focused Research 6th-level Tradition of the Universalist feature
Your deep study into the boundaries between arcane, divine, and primal magic grants you limited access to non-Wizard knowledge.
You can add two spells of 1st level or higher that have the Ritual tag from the Cleric or Druid spell list to your spellbook. For you, these spells count as Wizard spells, but can only be cast as a ritual.
Arcane Flexibility 10th-level Tradition of the Universalist feature
Your complete command over diverse arcane principles allows you to manipulate a spell's fundamental characteristics as you cast it. When you cast a Wizard spell of 1st level or higher that deals damage, you can use a bonus action to slightly alter its nature, choosing one of the following benefits:
Subtle Shift: You change the spell's damage type to a type that another spell in your spellbook deals, or you change it to Force damage.
Focus Shift: If the spell requires a saving throw, you can choose to make the target roll the save with disadvantage, OR grant a creature of your choice advantage on a saving throw against the spell.
You can use this feature once, and you regain the ability to do so when you finish a short or long rest.
Prodigious Memory (Capstone) 14th-level Tradition of the Universalist feature
Your mind's capacity for rapid magical synthesis reaches its peak. You can instantly replace a significant portion of your prepared spells, allowing you to adapt to new situations immediately.
You can use a bonus action to replace up to three spells you have prepared with any other three spells from your spellbook.
You can use this feature once, and you regain the ability to do so when you finish a short or long rest. This massive increase in preparedness and versatility is your ultimate mastery of the arcane.
Wizards who follow the Tradition of the Universalist dedicate themselves to the entire spectrum of magical knowledge, understanding the fundamental principles that govern all eight schools. They trade the explosive focus of a specialist for unmatched flexibility and strategic preparedness.
Full Description
The majority of wizards dedicate their lives to mastering a single Arcane Tradition—Evocation for destruction, Abjuration for defense, and so on. This specialization is the hallmark of formalized study, guided by dogmatic masters and academic institutions.
However, the Universalist approaches magic from a fundamentally different perspective. They are often autodidacts, self-taught scholars, or students who intentionally refuse the binding dogmas of specialized academies. This lack of formal structure, whether by circumstance or choice, forces them to scrape together their knowledge from every available source: scraps of ancient scrolls, conflicting theories recorded by minor hedge wizards, and intuited truths found through dangerous experimentation.
The Universalist believes that true magical knowledge is found not in singular mastery, but in the synthesis of all magical paths. They are the eternal students of the Weave, driven by a boundless curiosity that compels them to delve into every traditional school of magic, philosophy, and practical application, including the domains of Divine and Primal magic.
A Universalist's spellbook is a chaotic, comprehensive archive of knowledge, full of competing theories and fragmented breakthroughs. They might spend a day studying the nature of Necromancy and the next testing a new principle of Transmutation. This lack of singular focus prevents them from achieving the most potent specialized effects, but it makes them the most adaptable and resourceful scholars alive. They excel at recognizing a magical problem and immediately knowing which arcane, primal, or divine principle can be applied to solve it.
They are often independent researchers, wilderness sages, or archivists who see the world as their only sufficient classroom. While they may lack the raw, focused power of their specialist colleagues, their ability to consistently have the right tool for any job—whether a rarely prepared utility ritual or an unconventional damage type—makes them invaluable companions to any adventuring party.
Intuitive Preparation
2nd-level Tradition of the Universalist feature
Your constant study across the entire breadth of the arcane has strengthened your ability to hold complex magical formulations in your mind simultaneously.
The number of spells you can prepare each day increases by a number equal to your Proficiency Bonus (PB), added to the normal calculation of your Wizard Level + Intelligence Modifier.
You learn one extra language of your choice.
You gain proficiency with one type of artisan’s tools of your choice.
You gain proficiency in one skill of your choice from the list below. Skill Options: Arcana, History, Insight, Investigation, Medicine, Nature, Religion, or Survival.
You gain proficiency in one of the following skills of your choice: Arcana, History, Insight, Investigation, Medicine, Nature, Religion, or Survival
Balanced Scribing 2nd-level Tradition of the Universalist feature
Your comprehensive understanding of magical notation allows you to strategically adjust the process of adding new spells to your spellbook. When you copy a wizard spell into your spellbook, you may choose one of the following benefits:
Rapid Copy: You halve the time required to copy the spell, but you must pay the full gold cost.
Frugal Copy: You halve the gold cost required to copy the spell, but the time required is doubled.
Weave Resonance 6th-level Tradition of the Universalist feature
By continually channeling magical energy through various principles, you generate a residual, protective buffer of raw power. When you cast a spell using a spell slot of 1st level or higher, you gain a pool of temporary hit points equal to the spell's level multiplied bytimes your Intelligence modifier (minimum 1). You can use this feature once, and you regain the ability to do so when you finish a short or long rest.
Focused Research 6th-level Tradition of the Universalist feature
Your deep study into the boundaries between arcane, divine, and primal magic grants you limited access to non-Wizard knowledge.
You can add two spells of 1st level or higher that have the Ritual tag from the Cleric or Druid spell list to your spellbook. For you, these spells count as Wizard spells, but can only be cast as a ritual.
Arcane Flexibility 10th-level Tradition of the Universalist feature
Your complete command over diverse arcane principles allows you to manipulate a spell's fundamental characteristics as you cast it. When you cast a Wizard spell of 1st level or higher that deals damage, you can use a bonus action to slightly alter its nature, choosing one of the following benefits:
Subtle Shift: You change the spell's damage type to a type that another spell in your spellbook deals, or you change it to Force damage.
Focus Shift: If the spell requires a saving throw, you can choose to make theone of the targets roll the save with disadvantage, OR grant a creature of your choice advantage on athe first saving throw it makes against the spell.
You can use this feature once, and you regain the ability to do so when you finish a short or long rest.
Prodigious Memory (Capstone) 14th-level Tradition of the Universalist feature
Your mind's capacity for rapid magical synthesis reaches its peak. You can instantly replace a significant portion of your prepared spells, allowing you to adapt to new situations immediately.
You can use a bonus action to replace up to three spells you have prepared with any other three spells from your spellbook.
You can use this feature once, and you regain the ability to do so when you finish a short or long rest. This massive increase in preparedness and versatility is your ultimate mastery of the arcane.
I've been told that the class feels a bit underpowered at level 2... I had 2 paths to go, 1 was to find a strong defining feature that would become something of a central identity, or add more smaller features so that the sum of the parts would make a more powerful build. I chose to go with that path because it speaks to the versatility of the approach to magic... so I added the following feature at level 2.
Calculated Defense 2nd-level School of the Unbound Arcana feature
Your mind is constantly calculating the forces that shape the world around you, allowing you to use your sheer intellect as a defense. When determining your Armor Class (AC), you may use your Intelligence modifier instead of your Dexterity modifier. You retain your current armor proficiencies (only light armor if your race grants no others).
I will edit it in. I am also not going to remove the Rapid Copy feature. however small and inconsequential 95% of the time, because again, it speaks to versatility. I am going to clarify the focus shift
I am playing a character that has not yet chosen his arcane school and would much rather pick up a bit of whatever, without committing to a single arcane school
This led to hypothesizing about a "non school" universalist or generalist subclass, one for those wizards who don't have access to formal training or who refuse it on principle.
Not sure if it exists already and I am reinventing the wheel.. but here it is. (I am also trying to put it into dndbeyond but the subclass creation seems.. complex.
Anyway, I would like to know whether this is balanced both internally and compared to other (sub)classes, and whether it feels like it would work in game and be fun to play
Arcane Tradition:
School ofthe Unbound ArcanistWizards who follow the tradition of the Unbound Arcana (often called Universalists or Generalists) dedicate themselves to the entire spectrum of magical knowledge, understanding the fundamental principles that govern all eight schools. They trade the explosive focus of a specialist for unmatched flexibility and strategic preparedness.
Full Description
The majority of wizards dedicate their lives to mastering a single Arcane Tradition—Evocation for destruction, Abjuration for defense, and so on. This specialization is the hallmark of formalized study, guided by dogmatic masters and academic institutions.
However, the Universalist approaches magic from a fundamentally different perspective. They are often autodidacts, self-taught scholars, or students who intentionally refuse the binding dogmas of specialized academies. This lack of formal structure, whether by circumstance or choice, forces them to scrape together their knowledge from every available source: scraps of ancient scrolls, conflicting theories recorded by minor hedge wizards, and intuited truths found through dangerous experimentation.
The Universalist believes that true magical knowledge is found not in singular mastery, but in the synthesis of all magical paths. They are the eternal students of the Weave, driven by a boundless curiosity that compels them to delve into every school of magic, philosophy, and practical application, including the domains of Divine and Primal magic.
A Universalist's spellbook is a chaotic, comprehensive archive of knowledge, full of competing theories and fragmented breakthroughs. They might spend a day studying the nature of Necromancy and the next testing a new principle of Transmutation. This lack of singular focus prevents them from achieving the most potent specialized effects, but it makes them the most adaptable and resourceful scholars alive. They excel at recognizing a magical problem and immediately knowing which arcane, primal, or divine principle can be applied to solve it.
They are often independent researchers, wilderness sages, or archivists who see the world as their only sufficient classroom. While they may lack the raw, focused power of their specialist colleagues, their ability to consistently have the right tool for any job—whether a rarely prepared utility ritual or an unconventional damage type—makes them invaluable companions to any adventuring party.
Intuitive Preparation
2nd-level Unbound Arcanist feature
Your constant study across the entire breadth of the arcane has strengthened your ability to hold complex magical formulations in your mind simultaneously.
The number of spells you can prepare each day increases by a number equal to your Proficiency Bonus (PB).
You learn one extra language of your choice.
You gain proficiency with one type of artisan’s tools of your choice.
Balanced Scribing
2nd-level Unbound Arcanist feature
Your comprehensive understanding of magical notation allows you to strategically adjust the process of adding new spells to your spellbook.
When you copy a wizard spell into your spellbook, you may choose one of the following benefits:
Calculated defense
2nd-level Unbound Arcanist feature
Your mind is constantly calculating the forces that shape the world around you, allowing you to use your sheer intellect as a defense.
When determining your Armor Class (AC), you may use your Intelligence modifier instead of your Dexterity modifier. You retain your current armor proficiencies (only light armor if your race grants no others).
Weave Resonance
6th-level Unbound Arcanist feature
By continually channeling magical energy through various schools, you generate a residual, protective buffer of raw power.
When you cast a spell using a spell slot of 1st level or higher, you gain a pool of temporary hit points equal to the spell's level times your Intelligence modifier (minimum 1).
These temporary hit points last until you finish a long rest.
You can use this feature once, and you regain the ability to do so when you finish a short or long rest.
Focused Research
6th-level Unbound Arcanist feature
Your deep study into the boundaries between arcane, divine, and primal magic grants you limited access to non-Wizard knowledge.
You can add two spells of 1st level or higher that have the Ritual tag from the Cleric or Druid spell list to your spellbook. For you, these spells count as Wizard spells, but can only be cast as a ritual.
Arcane Flexibility
10th-level Unbound Arcanist feature
Your complete command over diverse arcane principles allows you to manipulate a spell's fundamental characteristics as you cast it.
When you cast a Wizard spell of 1st level or higher, you can use a bonus action to slightly alter its nature, choosing one of the following benefits:
You can use this feature once, and you regain the ability to do so when you finish a short or long rest.
Prodigious Memory (Capstone)
14th-level Unbound Arcanist feature
Your mind's capacity for rapid magical synthesis reaches its peak. You can instantly replace a significant portion of your prepared spells, allowing you to adapt to new situations immediately.
You can use a bonus action to replace up to three spells you have prepared with any other three spells from your spellbook.
You can use this feature once, and you regain the ability to do so when you finish a short or long rest. This massive increase in preparedness and versatility is your ultimate mastery of the arcane.
There are a few issues, but this is pretty good, especially considering it's on D&D Beyond.
For Intuitive Preparation, you really don't need to say that the bonus to spells prepared is, in fact, a bonus.
In most cases, the time spent scribing spells isn't important, so that part of Balanced Scribing isn't really impactful.
Focused Research is pretty underwhelming. Two rituals. Yay.
Subtle Shift is basically useless, because so few spells do more than one damage type, and how does making a spell that doesn't deal damage deal damage work?
Balanced scribing is meant to be a ribbon feature. As is focused research.
Yeah, the turning not dealing damage into dealing damage is a leftover bit of text from a first draft. As is the other bit. I changed it
That said, I'm not sure why subtle shift is useless.
I'm Also wondering if i should've made weave resonance be level of the spell x int, instead of +int... Because casting a 9th level spell happens at the highest levels of game, where enemies and monsters deal buckets of damage, and regaining 14hp is largely inconsequential, both mechanically and, in game as a reward for casting world shaking spells. Making INT a multiplier send a better scaling... Especially since it only happens once per short rest at best...Or is that too powerful?
Edit: the more I think about this last point, the more I'm convinced. It should be level x int, for it to ac5 like a second wind equivalent, rather than a flat bonus that does nothing at higher levels. I'm changing it and also making it once per short rest instead of once per turn
Here's my slightly revised text
Arcane Tradition: Tradition of the Universalist
Wizards who follow the Tradition of the Universalist dedicate themselves to the entire spectrum of magical knowledge, understanding the fundamental principles that govern all eight schools. They trade the explosive focus of a specialist for unmatched flexibility and strategic preparedness.
Full Description
The majority of wizards dedicate their lives to mastering a single Arcane Tradition—Evocation for destruction, Abjuration for defense, and so on. This specialization is the hallmark of formalized study, guided by dogmatic masters and academic institutions.
However, the Universalist approaches magic from a fundamentally different perspective. They are often autodidacts, self-taught scholars, or students who intentionally refuse the binding dogmas of specialized academies. This lack of formal structure, whether by circumstance or choice, forces them to scrape together their knowledge from every available source: scraps of ancient scrolls, conflicting theories recorded by minor hedge wizards, and intuited truths found through dangerous experimentation.
The Universalist believes that true magical knowledge is found not in singular mastery, but in the synthesis of all magical paths. They are the eternal students of the Weave, driven by a boundless curiosity that compels them to delve into every traditional school of magic, philosophy, and practical application, including the domains of Divine and Primal magic.
A Universalist's spellbook is a chaotic, comprehensive archive of knowledge, full of competing theories and fragmented breakthroughs. They might spend a day studying the nature of Necromancy and the next testing a new principle of Transmutation. This lack of singular focus prevents them from achieving the most potent specialized effects, but it makes them the most adaptable and resourceful scholars alive. They excel at recognizing a magical problem and immediately knowing which arcane, primal, or divine principle can be applied to solve it.
They are often independent researchers, wilderness sages, or archivists who see the world as their only sufficient classroom. While they may lack the raw, focused power of their specialist colleagues, their ability to consistently have the right tool for any job—whether a rarely prepared utility ritual or an unconventional damage type—makes them invaluable companions to any adventuring party.
Intuitive Preparation
2nd-level Tradition of the Universalist feature
Your constant study across the entire breadth of the arcane has strengthened your ability to hold complex magical formulations in your mind simultaneously.
Skill Options: Arcana, History, Insight, Investigation, Medicine, Nature, Religion, or Survival.
Balanced Scribing
2nd-level Tradition of the Universalist feature
Your comprehensive understanding of magical notation allows you to strategically adjust the process of adding new spells to your spellbook.
When you copy a wizard spell into your spellbook, you may choose one of the following benefits:
Weave Resonance
6th-level Tradition of the Universalist feature
By continually channeling magical energy through various principles, you generate a residual, protective buffer of raw power.
When you cast a spell using a spell slot of 1st level or higher, you gain a pool of temporary hit points equal to the spell's level multiplied by your Intelligence modifier (minimum 1).
You can use this feature once, and you regain the ability to do so when you finish a short or long rest.
Focused Research
6th-level Tradition of the Universalist feature
Your deep study into the boundaries between arcane, divine, and primal magic grants you limited access to non-Wizard knowledge.
You can add two spells of 1st level or higher that have the Ritual tag from the Cleric or Druid spell list to your spellbook. For you, these spells count as Wizard spells, but can only be cast as a ritual.
Arcane Flexibility
10th-level Tradition of the Universalist feature
Your complete command over diverse arcane principles allows you to manipulate a spell's fundamental characteristics as you cast it.
When you cast a Wizard spell of 1st level or higher that deals damage, you can use a bonus action to slightly alter its nature, choosing one of the following benefits:
You can use this feature once, and you regain the ability to do so when you finish a short or long rest.
Prodigious Memory (Capstone)
14th-level Tradition of the Universalist feature
Your mind's capacity for rapid magical synthesis reaches its peak. You can instantly replace a significant portion of your prepared spells, allowing you to adapt to new situations immediately.
You can use a bonus action to replace up to three spells you have prepared with any other three spells from your spellbook.
You can use this feature once, and you regain the ability to do so when you finish a short or long rest.
This massive increase in preparedness and versatility is your ultimate mastery of the arcane.
The new version is nice, but there are a few wording issues, and I have a few suggestions. I'll quote it and put my edits in the quote.
thank you...
I've been told that the class feels a bit underpowered at level 2... I had 2 paths to go, 1 was to find a strong defining feature that would become something of a central identity, or add more smaller features so that the sum of the parts would make a more powerful build. I chose to go with that path because it speaks to the versatility of the approach to magic...
so I added the following feature at level 2.
Calculated Defense
2nd-level School of the Unbound Arcana feature
Your mind is constantly calculating the forces that shape the world around you, allowing you to use your sheer intellect as a defense.
When determining your Armor Class (AC), you may use your Intelligence modifier instead of your Dexterity modifier. You retain your current armor proficiencies (only light armor if your race grants no others).
I will edit it in.
I am also not going to remove the Rapid Copy feature. however small and inconsequential 95% of the time, because again, it speaks to versatility.
I am going to clarify the focus shift
edited the opening post