Base Class: Wizard
As magic returns to the continent of Ikrix, some Wizards have discovered methods of using natural magic to replenish their own suppliers, as well as manipulating existing spells to their advantage.
Arcane Detection
At 2nd level, you learn the Dispel Magic spell. This spell doesn't count against your spells known and you can cast it at will.
Split Focus
Starting at 2nd level, when you are concentrating on a spell, you have advantage on Wisdom, Intelligence, and Charisma Saving Throws.
Uncover Secrets
At 6th level, you learn the Identify, Remove Curse, Dispel Magic, and Locate Object spells. These spells do not count against your spells prepared.
Additionally, when you dispel a curse or magical effect you regain your lowest-level expended spell slot.
Hostile Takeover
Beginning at 10th level, you gain the ability to interrupt the flow of magic between a caster and a target. When a creature within 60 feet of you is concentrating on a spell, you can use your action to force the target to make a Wisdom Saving Throw against your Spell Save DC. On a failure, the target is no longer concentrating on the spell and takes psychic damage equal to the level of the spell they were concentrating on. Additionally, you can choose to replace the effect of the ended spell with a concentration spell you know. You begin concentrating on the spell, however, this does not consume a spell slot and bypasses restrictions on components, maximum targets, and range.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Battery Arcaenum
Starting at 14th level, you can restore magic to nearby creatures.
You can spend a minute to target a number of creatures up to your proficiency bonus that you can see within 30 feet. You can restore a number of spell slots equal to your Intelligence modifier split between the targets however you see fit. Once you use this feature, you may not use it again until you finish a long rest.
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