Base Class: Wizard
Modifier's Note:
This is a variation of the original Arcane Polymath subclass by RhogarNorixius, which currently does not work with DDB. Various class features have been changed due to limitations of the website, or for personal balancing preferences, but all retain their original names. Some class feature text is identical to the original subclass, as is unavoidable, but flavor text has been rewritten whenever possible.
Please note, DDB will not restrict your spell choices by class when using this subclass. It is up to you to make sure that you are selecting spells appropriate for your class.
Traditionally taught wizards select a school of magic or method of casting to specialize in, but that doesn't work for the Arcane Polymath. Their specialty is in variety. Using unorthodox methods of manipulating the weave, these wizards reach beyond what is typically possible for their class.
Some break these existing rules intentionally, while others are altogether ignorant of them. The prize? Unprecedented magical flexibility. However, this is not a simple path to walk. Arcane Polymaths pay for their experimentation in both gold and time, and never find a stronger connection with any one school of magic. Traditional casters sometimes view their work as heresy. This is especially true for divine casters, for whom magic is a religious act. Arcane Polymaths seek this knowledge despite the drawbacks, viewing the magic itself as their reward.
Spellcasting Savant
When you select this tradition at 2nd level, you get your first taste of the arcane freedom it can offer. You can select one 1st level spell that does not appear on the wizard spell list and add it to your spellbook. It counts as a wizard spell for you.
Improved Prestidigitation
Also at 2nd level, you learn the prestidigitation cantrip, as well as the druidcraft and thaumaturgy cantrips. These cantrips doesn’t count against your number of cantrips known.
When you cast prestidigitation, the range of effect increases to 30 feet. If you cast these spells multiple times, you can now have up to four of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Magical Revelations
At 6th level, in addition to the spells you would normally learn from your spellbook, you may add two spells of your choice that do not appear on the wizard spell list to your spellbook. A spell you choose must be of a level you can cast, as shown on the Wizard table. The chosen spells count as wizard spells for you.
Additionally, you learn one cantrip from any class list. This does not count against the Cantrips Known on the Wizard table.
Exhaustive Bookkeeper
Beginning at 10th level, you can copy any spells from spell scrolls that you find into your spellbook, even if these spells do not appear on the wizard spell list. When you copy a non-wizard spell into your spellbook, the process takes 4 hours and costs 100 gp per spell level. The increased cost in both time and gold reflects the difficulty of translating spells from another class into your personal notation system. Once copied, these spells count as wizard spells for you and can be prepared as normal.
Master of All
At 14th level, in addition to the spells that you would normally learn, you may add two more spells of your choice that do not appear on the wizard spell list to your spellbook. A spell you choose must be of a level you can cast, as shown on the Wizard table. The chosen spells count as wizard spells for you.
From now on, every time you gain a level in the Wizard class, one (but not both) of the spells that you add to your spellbook may come from a different class's spell list, though you are free to learn two wizard spells if you prefer.
Probably because each 'version' of the spell is unique to different classes.
Why are there multiples of the same spell when I try to add spells?
That's exactly why I enjoyed this concept so much! The game I played this with wasn't combat intensive, but I found that it felt relatively balanced all the same. You're still limited by spell slots, after all, and even once you gain the ability to add other class spells to your book, it's much more costly. I'd love to play it more extensively eventually.
This is a really cool concept and one that I love. Though I can't give any words on how strong it may be due to a lack of experience a wizard subclass that lets you learn more spells at the expense of not offering any buffs outside of extra spells is like adding more wizard to your wizard and I love it, plus it allows for cool characters who blend magic systems.