Wizard
Base Class: Wizard
The Grand Maester wizard subclass represents the pinnacle of magical achievement and scholarship within the world of arcane practitioners. These individuals have devoted their lives to the study and application of magic, reaching levels of power and knowledge that few can match. Grand Maesters are not only masters of the traditional eight schools of magic but also possess a deep understanding of esoteric and ancient magical practices that have been lost to the ages or remain hidden from the common spellcaster.

Their role in society is multifaceted; they are the venerable advisors to kings and queens, guiding rulers with their wisdom and foresight. They lead prestigious academies of magic, imparting their extensive knowledge to eager students and shaping the future of magical education. In times of conflict, they are the strategists and the powerhouses, wielding spells of devastating power and protecting realms from threats both mundane and supernatural.

The path to becoming a Grand Maester is arduous, requiring not just innate talent in the arcane arts but also an insatiable hunger for knowledge and a commitment to the betterment of society through magic. These wizards are often at the forefront of magical research, pushing the boundaries of what is known and exploring the possibilities of the unknown. Their life's work contributes significantly to the collective understanding of magic, leaving a legacy that impacts generations of wizards to come.

The Grand Maester subclass is for those players who envision their characters as more than just spellcasters; they are the epitomes of wisdom, power, and guardianship in the magical world. Through rigorous study, exploration, and application of magic, they seek not only personal advancement but also the advancement of magic as a whole, striving to maintain the balance between the arcane and the mundane worlds. 
 
 

Evocation Grand Maester

Beginning when you select this school at 2nd level, You can read all writing. In addition, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

Eldritch Studies

Beginning at 2nd level, you learn the eldritch blast cantrip. In addition, when you cast eldritch blast, add your Intelligence modifier to the damage it deals on a hit.

Empowered Evocation

Beginning at 6th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

Quick Casting

Starting at 10th level, your spells of 1st through 3rd level that have a casting time of 1 action, have a casting time of 1 bonus action for you.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

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