Wizard
Base Class: Wizard

While many wizards focus their study on a specific school of magic, the headmaster focuses on the larger picture. In the understanding of the arcane, the headmaster is second to none.  This understanding gives them great control of the magic powers they wield. Because of this understanding the Headmaster wizard enjoys a great deal of respect within the wizards community. Usually the Headmaster wizard leads a wizard academy, but they also are seen venturing beyond the halls of teaching to further their owns studies.

Neurotic transcriber

2nd-level Headmaster feature

Your notes on the intricate details of the spells that you learn are much more elaborate than that of an average wizard. Beginning when you select this subclass at 2nd level, the gold and time you must spend to copy a spell into your spellbook is doubled. From now on you can double your wizard level when determining the number of spells that you can have prepared. Your excessive focus on your study of the arcane grants you proficiency in the arcana skill. Your proficiency bonus is doubled for any ability check you make using this skill.

The mastery that you have achieved over the arcane allows you to study spells that are not on the wizard spell list. In cooperation with a native caster you can copy a spell that they can cast into your spellbook. These spells count as wizard spells for you. This is an strenuous process that requires detailed notes. You spend four times the usual gold and time to copy a spell. At the end of the process you must make an intelligence (arcana) check with a DC of 10 + two times the spell level to see if you copied the spell correctly. If you fail, the time and gold is wasted.

Spell Manipulation

2nd-level Headmaster feature

At 2nd level, you gain greater control over the spells you cast. You gain two of the following Spell Manipulation options of your choice. You gain two more at 10th level.

You can use only one Spell Manipulation option on a spell when you cast it, unless otherwise noted. Spell Manipulation options are incompatible with Metamagic Options unless otherwise noted.

Boosted Spell

When you cast a spell that targets one or more creatures and doesn’t have a range of self, you can alter the spell to target an additional creature in range with the same spell. When using this option you spend a number of spell slots with a combined level equal to or higher than the spell’s level minus the number of creatures that the spell targets beyond the first. The minimum number of spell slot levels that you need to spend is 1 (for instance if the spell is a cantrip).

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend a spell slot of first level or higher and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Centered Spell

When you cast a spell at a point, you can spend a spell slot of level 1 or higher to anchor that point to an object or creature that you can see in range of the spell. The spell effects travel along with the object or creature when it moves. You can for instance use this Spell Manipulation while casting Wall of Force to create a dome of force around yourself that stays with you while you move.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend a spell slot of level 1 or higher to double the range of the spell.

When you cast a spell that has a range of touch, you can spend a spell slot of level 1 to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend a spell slot of level 1 or higher to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Spell Manipulation option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend one or more spell slots of level 1 or higher to extend its duration, to a maximum duration of 24 hours. You can double the duration once for each spell slot level spend.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend spell slots with a combined level of 3 or higher to give one target of the spell disadvantage on its first saving throw made against the spell.

Potent Spell

You can use a bonus action and spend a spell slot of level 1 or higher to strengthen the weaves of magic in any cantrip you cast in the next minute. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend spell slots with a combined level of 2 or higher to change the casting time to 1 bonus action for this casting.

Seeking Spell

If you make an attack roll for a spell and miss, you can spend spell slots with a combined level of 2 or higher to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you have already used a different Spell Manipulation option during the casting of the spell.

Subtle Spell

When you cast a spell, you can spend a spell slot of level 1 or higher to cast it without any somatic or verbal components.

Surpassing Spell

When you cast a spell that affects an area, you can spend a spell slot of level 1 or higher to increase the area it affects. Circular and spherical areas have its radius increased by 5 feet. Square and cubic areas have the length of their edges increased by 5 feet. Cone spells reach 5 feet further.

Transmuted Spell

When you cast a spell that deals a type of damage from the following list, you can spend a spell slot of level 1 or higher to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

You can spend spell slots with a combined level of 2 or higher to change that damage type to one of the following listed types: radiant, necrotic, force, psychic.

Transposed Spell

When you cast a spell you can spend a spell slot of level 1 or higher to let the spell originate from a location you can see within 30 feet of you, as if you are standing there.

You can use Transposed Spell even if you have already used a different Spell Manipulation option during the casting of the spell.

Improved Arcane Recovery

6th-level Headmaster feature

You have improved your ability to recover your arcane energy. When you use the arcane recovery feature, the spell slots can now have a combined level that is equal to your wizard level, and you can recover slots up to 9th level. You can choose to recover all these slots during a single short rest or during multiple short rests throughout the day. The number of spell slots that you can recover resets after a long rest. 

Animate armor

6th-level Headmaster feature

As a bonus action, you can use a spell slot of 2nd level or higher to magically summon an animated armor to target one creature you can see within 120 feet of you. The construct uses the animated armor statistics with the following changes:

  • It appears with a number of temporary hit points equal to half your wizard level.
  • It can move through other creatures and objects as if they were difficult terrain. The construct takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the construct automatically knows its target’s location. If the target was hidden, it is no longer hidden from the construct.

The construct appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the construct. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The construct can make opportunity attacks, but only against its target. Additionally, while the construct is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The construct disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Alternatively you can use a spell slot of 3th level or higher, to summon the construct as a servant to help with simple tasks for a duration of 1 hour. When summoned in this way, it does not gain the changes listed above. As a bonus action, you can mentally command the construct if it is within 120 feet of you. (If you control multiple constructs with this feature, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the construct will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the construct does nothing other than defend itself against hostile creatures. Once given an order, the construct continues to follow that order until its task is complete. If you command the construct to attack, the target does not have disadvantage on saving throws against spell you cast. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the construct lasts until it is dispelled.

Master Spell Manipulator

10th-level Headmaster feature

The art of spell manipulation now longer has any secrets for you. Your spell save DC and spell attack bonus each increase by 1. You also learn two additional Spell Manipulation options. By spending one hour of in study, you can exchange one of your Spell Manipulation options for another.

Brilliant Mind

14th-level Headmaster feature

Starting at 14th level, your insight in the workings of the universe allows you to to succeed where others might not. When you fail an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

By spending 7 days in study, you can replace this feature with an artificer or wizard (sub)class feature that you don't already know. You cannot select features that require a higher level than your current character level. After replacing this feature, you can spend one day of study to undo the change and regain the Brilliant Mind feature.

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