Base Class: Wizard
Most wizards dedicate themselves to specific disciplines, like those that wish to attain mastery over the elements, or unlocking the secrets of the future.
However, wizards who forsake any specific discipline belong to the Order of Magi, mages who focus on being able to call upon a variety of magical effects when they need it. By tapping into the Weave and pulling arcane strands from the aether, these wizards create mystical symbols to evoke subtle changes in their castings.
Magic Theory
Beginning when you choose this Tradition at 2nd level, you gain proficiency in the Arcana skill, and instead double your proficiency bonus when you make a check using this skill.
Arcane Nexus
Beginning at 2nd level, you have learned how to weave strands of background magic into ghostly-looking sigils around your body. Whenever you finish a long rest, you can create an arcane nexus around your body. When you first gain this Arcane Tradition, you choose 2 sigils from the following list that remain active around you.
When you finish a short rest, you can replace one sigil you have active with another from the list. A sigil cannot be chosen if it's already active, and the effects of the sigil last until you finish a long rest, or until you replace it with a different sigil.
You can use a total of 3 sigils at 6th level, and a total of 4 sigils at 10th level.
Abjuration Sigil
While you aren't wearing armor, you gain +1 to your AC.
Conjuration Sigil
Choose a cantrip from the Wizard spell list. You can cast that cantrip.
Divination Sigil
When you make an ability check, you can use your reaction to add a d4 to your roll.
Enchantment Sigil
If a spell you cast forces a creature to make a saving throw, and it meets your Spell Save DC exactly, it must roll again and use the new roll.
Evocation Sigil
You gain +2 to damage rolls you make using your Wizard cantrips.
Illusion Sigil
You do not need to provide Verbal components for your Wizard Spells.
Necromancy Sigil
When you cast a spell as a ritual, you only add 1 minute to the spell's casting time, rather than 10 minutes.
Transmutation Sigil
When you make a Constitution saving throw to maintain concentration on a spell, you may roll a d4 and add it to your roll.
Flexible Magic
Beginning at 6th level, when you finish a short rest, you can replace a spell you have prepared with a different spell from your spellbook.
Channel Sigil
Beginning at 10th level, you can channel the magic stored in your nexus to cast spells.
Choose a sigil you have active. You can cast a 1st or 2nd level spell belonging to the school of the chosen sigil without expending a spell slot. You do not need to have the spell prepared or within your spellbook, but it must be on the Wizard spell list. Your sigil then ends - you no longer gain its benefits, and the total amount of sigils you can have active at a time is reduced by 1 until you finish a long rest.
You can use this feature twice, and you regain any expended uses when you finish a long rest.
Nexus Mastery
At 14th level, you have learned to pull threads of magic from the spells you cast. Whenever you cast a spell of 1st level or higher, you can replace a sigil you have active with the sigil matching the school of spell you cast, unless you already have that school's sigil active.
Additionally, you can channel the magic of your nexus into your spells, empowering them. When you cast a spell of 1st level or higher, you can end an active sigil that matches the school of the spell you cast. If you do, the spell is modified for this casting, choosing one option from the following list.
- You treat the spell as if it were cast using a spell slot one level higher than the slot you used, up to a maximum of 9th level.
- You cannot lose concentration on the spell as a result of taking damage.
- If the spell has a costly material component that is consumed, you can reduce the cost by up to 500 gp.
Once you end a sigil using this feature, you cannot do so again until you finish a long rest.
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