Wizard
Base Class: Wizard

A wizardly school devoted to the study of monsters, rather than magic alone. 

The Power of Knowledge

You gain proficiency with Arcana, and can add double your proficiency bonus to checks made with the skill. 

As part of a short rest, pick a number of creature types equal to your proficiency bonus to study. When you roll initiative, you learn any resistances, vulnerabilities, or damage immunities of any creature you have studied that you can see or hear. You are able share this information with any friendly creatures that can hear you as a free action before the first round in initiative. 

If a creature you have studied is hidden from you and reveals itself, you learn any resistances, vulnerabilities, or damage immunities as soon as you can see or hear the creature and can share them any friendly creatures that can hear you as a reaction.

Hardened Will

You have advantage on saving throws against being frightened. If a creature frightens you, you become permanently immune to frightening effects from that same creature when the frightening effect ends.

Prepared For Anything

You learn two new cantrips from any spell list. These cantrips must deal damage, and must deal different types of damage from any other cantrip you currently have in your spellbook. 

When you hit a creature with a type of damage they're vulnerable to, they must make a Wisdom saving throw against your Wizard Spell DC, or they are frightened until the start of their next turn.

Keeper of Lore

You learn the spell Legend Lore and can cast it once per long rest without using material components. In addition to the knowledge provided, you gain critical advantages depending on whether you sought knowledge on a person, place, or object:

Person: Your allies are better prepared to fight their enemy, giving them advantage on attack rolls against them, and advantage on saving throws against spells and abilities they use. You can grant these benefits to a number of creatures equal to your intelligence modifier. 

Place: Your allies won't be caught off guard. You know the most direct route to this location, and while your allies are inside they have advantage on saving throws against traps, can ignore difficult terrain, and cannot be surprised while they're awake. You can grant these benefits to a number of creatures equal to your intelligence modifier.

Object: Your allies have enough knowledge to handle arcane objects properly. Your allies are able to cast the "Remove Curse" spell using your intelligence modifier on the object without using a spell slot, and ignore any attunement requirements of the magical item. You can grant these benefits to a number of creatures equal to your intelligence modifier.

These benefits last until you finish a long rest, and you can only use one effect at a time. You can share these benefits with a creature as long as you have a method to communicate with them, visually, verbally, or with the use of a spell. 

Object

Your allies have enough knowledge to handle arcane objects properly. Your allies are able to cast the "Remove Curse" spell using your intelligence modifier on the object without using a spell slot, and ignore any attunement requirements of the magical item. You can grant these benefits to a number of creatures equal to your intelligence modifier.

Person

Your allies are better prepared to fight their enemy, giving them advantage on attack rolls against them, and advantage on saving throws against spells and abilities they use. You can grant these benefits to a number of creatures equal to your intelligence modifier. 

 

Place

Your allies won't be caught off guard. You know the most direct route to this location, and while your allies are inside they have advantage on saving throws against traps, can ignore difficult terrain, and cannot be surprised while they're awake. You can grant these benefits to a number of creatures equal to your intelligence modifier.

Creative Interpretation

As an action you can force an intelligence saving throw against your Wizard Spell DC on one creature you can see or hear. Failing that, you can choose one time of damage for them to be vulnerable to, as long as they don't resist or have immunity to that damage type. 

You can perform this action an amount of times per long rest equal to your intelligence modifier. 

Previous Versions

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11/12/2021 4:44:28 PM
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