Base Class: Wizard
Followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Some savants take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. Other savants are generous teachers, countering ignorance and deception with deep knowledge and good humor.
Deeper Lore
Starting at 6th level, when you make an ability check or saving throw, you can use this feature to add a d10 to your roll. You can do this after seeing the initial roll but before any of the roll's effects occur.
Once you use this feature, you can't use it again until you finish a short or long rest.
Magical Lore
By 10th level, you have studied magical tomes from a wide variety of sources. Choose two spells from any class, including Wizard. A spell you choose must be of a level you can cast, as shown on the Wizard table, or a cantrip.
The chosen spells count as wizard spells for you and are now copied in your spellbook.
Perfect Casting
Starting at 14th level, you can increase the power of your simpler spells. When you cast an energy based spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell as long as you take no other actions that round. When you use this feature you cannot use a move action, bonus action or reaction until the end of your next turn.
Lore Savant
Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.
In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).
Spell Savant
At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies. When you cast a spell with a spell slot and the spell deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it.
Previous Versions
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1/22/2022 9:01:03 PM
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