Wizard
Base Class: Wizard

Unwilling to waste your life away, locked within an dusty tower, surrounded by masters of tradition, you set out to adventure, learning to adapt to every possible scenario and use your well honed intellect to break down even the most hidden of arcane secrets. Forged within the fires of action, this arcane tradition is less tradition and more learning to think on your feet! 

Deft Scrutiny

Beginning at 2nd level, you can quickly analyze and reverse engineer magical effects. You do so either as a reaction when a creature you can see within 60 feet of you casts a spell, or as an action when you investigate an ongoing magical effect within 10 feet of you. Make an intelligence check with a DC equal to 10 + the level of the spell. You identify the spell on a success, and if it's a wizard spell you can make note of its formula. As long as you have these notes, you can copy the spell into your spellbook.

Not all magical effects are created by spells, but the DM might allow you to uncover the formula for a spell that acts similarly to the effect. For example, a magical barrier might reveal the wall of force spell, and a displacer beast might reveal the blur spell.

Impromptu Preparation

Starting at 2nd level, as an action you can exchange a spell you have prepared for another spell in your spellbook of the same level. If the new spell has a casting time of 1 action, you can immediately cast it as part of the same action.

You may use this feature a number of times equal to your intelligence modifier, after which you must take a long rest before using it again.

The Third Eye

Starting at 6th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.

Darkvision. You gain darkvision out to a range of 60 feet, as described in chapter 8, “Adventuring.”

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

Greater Comprehension. You can read any language.

See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

Mystic Dissection

Starting at 10th level, your analysis reveals how to quickly deconstruct magical effects. When you identify a spell with Deft Scrutiny, you can expend a spell slot to cast a countermeasure targeting it as part of the same action: counterspell if you identified as a reaction or dispel magic if you identified as an action. If the spell requires a skill check, use the result of your Deft Scrutiny roll.

You add the counterspell and dispel magic spells to your spellbook. If one of them is already in your spellbook, you may add a different wizard spell of a level for which you have spell slots. Counterspell and dispel magic always count as prepared spells for you, and don't count against the number of spells you can prepare.

Pushing the Limits

Starting at 14th level, you’ve learned to emulate even the most foreign of magics and can use all your gathered knowledge to bend them to your will, even if only for an instant. You are able to duplicate almost any spell that you have identified using Deft Scrutiny. The spell must be of a level for which you have spell slots, it must not already be present in your spell tome, and you expend any spell slots used for its casting. Make an Intelligence check with a DC equal to 10 + the level of the spell. If the spell is not normally a wizard spell, the DC raises by 5, but you still use your spell casting modifier to make the check. 

You can’t use this feature again until you finish a long rest.

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