Base Class: Wizard
'Bookish' is an apt word to describe most wizards. A few, however, get by not on their studiousness, but on their natural talent for learning the arcane. Called Arcane Savants, these wizards commit their spells to memory, giving them a level of mastery over their spellcasting that other wizards cannot obtain.
Natural Talent
When you select this subclass, you gain one additional skill proficiency and language of your choice.
Route Magic
Beginning at 2nd level, you have a knack for committing your spells to memory. You no longer need to utilize a spellbook to store or prepare your spells. However, this feature does not replace the cost or materials required to scribe a new spell from another spellbook or a spell scroll. Once you have scribed the new spell with magical paper and ink, the spell is committed to your memory and the materials to scribe it vanish in a puff of arcane smoke.
Additionally, once per day, when you complete a short rest, you can change your list of prepared spells by trading one of your prepared wizard spells for another spell in your spell book. The spells swapped must be of the same level, and you can swap a number of spell levels equal to your proficiency bonus.
For example, if your proficiency bonus is 4, you can change out a 1st and 3rd level spell for a 1st and 3rd level spell.
Route Spells
When you reach 6th level in this subclass, your route magic capabilities enable you to cast magic in new ways. Choose a number of spells in your spellbook equal to your proficiency bonus. These become Route Spells for you. Route Spells are naturally simpler for you to recall, manipulate, and cast.
Whenever you gain a level in this class, you can swap one of your existing Route Spells with another spell that appears in your spellbook.
Whenever your proficiency bonus increases, you can select an additional spell from your spellbook to become a Route Spell. This is regardless of whether the proficiency bonus increased from taking a level in this or a different class.
Route Manipulation
Starting at 6th level, you gain a number of Route Manipulation points equal to your proficiency bonus. By expending one Route Manipulation point, you can gain one of the following benefits or actions regarding your Route Spells. You can only expend one Route Manipulation point per turn, and you regain all expended points when you complete a short or long rest.
Alter Damage: When you deal damage with a Route Spell, you can expend 1 Route Manipulation point to replace the damage type with the damage type of another spell or cantrip that you have prepared for that day.
Fast Casting: If a Route Spell has a casting time greater than one action, you can expend 1 Route Manipulation point to shorten the casting time as follows: a spell with a 1-minute casting time becomes 1 action; 10 minutes becomes 1 minute; 1 hour becomes 10 minutes; 8 hours becomes 1 hour; 24 hours becomes 8 hours.
Quickened Ritual: If a Route Spell has the ritual tag, you can expend 1 Route Manipulation point to cast it normally. You do not need to have the spell prepared to cast it in this way.
Recall Magic: If you do not have a Route Spell prepared, as a bonus action, you can expend 1 Route Manipulation to swap it for another spell you had prepared, provided neither spell is higher than 5th level.
Heightened Magic
Starting at 10th level, your affinity for your Route Spells enables you to cast them with more potency. You gain an additional benefit to your Route Manipulation uses:
Heightened Magic: When you cast a Route Spell at its normal level, you can expend 2 Route Manipulation points to treat the spell as if you had cast it one level higher, provided you are capable of expending spell slots of the heightened level.
For instance, if you are a 10th-level wizard (with no multiclassing) who has Fireball as a route spell and you expend a 3rd-level slot to cast it, you treat the spell as if you cast it with a 4th level spell slot. However, if Cone of Cold is a Route Spell, you cannot increase it to a 6th level spell because you are not yet capable of casting a spell at 6th level or higher.
Arcane Observation
Starting at 14th level, your natural affinity with magic has granted you the ability to learn spells as they are cast. Once per long rest, when a creature you can see within 120ft of you casts a spell that appears on the Wizard Spell list and is of a level you can cast, you can choose to commit that spell, called the Observed Spell, to memory.
Until you complete your next long rest, the Observed Spell remains in your memory. The Observed Spell is added to your list of prepared spells, though it does not count against the number of spells you can prepare. The Observed Spell is also considered a Route Spell for you during this time.
So long as the Observed Spell is in your memory, you can transcribe the spell into your spellbook, provided you spend the appropriate amount of time and resources to do so.
Lastly, when you complete your next long rest, you can choose to make the Observed Spell a Route Spell for you (provided the Observed Spell appears in your spellbook). You choose which Route Spell the Observed Spell replaces.







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