Base Class: Wizard
Your focus on magic is less on mastering a specific school of magic, and instead focuses on critical analysis of Arcane Traditions and practices with the aim of revolutionising Magical theory and putting that theory into practice.
Class Consciousness
At 2nd level you seek to rebel against Wizardry's deliberate esotericism and break False Class Consciousness by exploring other magical traditions.
You can spend time observing a willing creature casting a non-Wizard spell and making a note of it's verbal, material and somatic components in your spell book.
You then make an Arcana check (DC 17 + the Spells Level), on a success you learn the spell and can copy it into your spell book as though you were copying a Wizard spell from a spellbook or spell scroll taking 4 hours and costing 100gp worth of materials per spell level, on a failure you are unable to learn the spell and cannot make another attempt to do so for a week.
For you, it counts as a wizard spell and uses your Int modifier.
Non-Wizard spells learned this way cannot be higher than 5th level.
Praxic Casting
Also starting 2nd level you learn to broaden the theoretical scope of your spells to maximise their literal impact.
When you cast a spell that can effect 2 or more creatures of your choice you may choose an additional number of creatures equal to your half your Intelligence modifier rounded up (minimum of 1) without expending a higher level spell slot.
Actions not Words
At 6th level you bring the theory of Praxis to it's utmost literal meaning.
If a spell would require a Verbal component, you may replace it with a Somatic component instead. If a spell would require a Verbal AND Somatic component, you may just use a Somatic component.
Dual Power
Beginning 10th level your knowledge of the complexity of the Arcane Superstructure allows you to both ignore and exploit it's limitations.
You can maintain concentration on two spells at once. If you would make a Constitution saving throw to maintain concentration, you make a single save for both spells.
Additionally, when one of your spells or other abilities would cause a creature to make a saving throw to maintain concentration that creature makes the save with disadvantage.
Praxic Epiphany
At 14th Level you've learned the true nature of Magical Hegemony and can rewrite your spells to overthrow it.
You may choose a number of spells in your spellbook (equal to your Intelligence modifier) with a casting time of 1 action. Each of those spells can be cast as a bonus action instead.
Whenever you gain a level in the Wizard class, you may choose new spells to replace the ones chosen.
Previous Versions
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12/21/2021 12:24:35 AM
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5
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1
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Beta 1.1
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Coming Soon
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