Wizard
Base Class: Wizard

Universalist wizards are fixated on understanding the underlying mechanics of magic and minutiae behind the universe as a whole. They delight in twisting and bending the weave to ascertain its breaking points, hoping to see what is inside. 

Usually a bookish lot, the result of a spell is often less interesting than the process by which it was created. Many can struggle with their studies, displaying at times both tendencies swinging from over absorption to complete distraction. This can mean that following a tradition focused on a single school of magic is not offered or available to them.

The opportunity of uncovering new knowledge or the chance to prove an obscure theory can be required to rouse these practitioners to adventure from their laboratories, academies, and archives. 

Creative Cantrips

You can change your list of cantrips known when you finish a long rest. Preparing a new list of wizard cantrips requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: 1 minute per cantrip you change on your list.

Alchemical Cantrips

At 6th level, you master a series of arcane secrets uncovered by your extensive studies.

When you cast a cantrip that deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with another type from that list. You replace the energy type by altering the spell’s formula as you cast it.

Prodigious Memory

Starting at 10th level, you have attained a greater mastery of preparation through your arcane studies. As a Bonus action, you can replace one Wizard spell you have prepared with another Wizard spell from your spellbook. Once you use this feature, you can't use it again until you finish a short or long rest.

Magical Mastery

At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a Bonus action, you can call to mind the ability to cast one spell of your choice from any class's spell list. The spell must be of fifth level or lower with a casting time of one Action, must be of a level for which you have spell slots, you mustn't have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn't a Wizard spell, it counts as a Wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends, but follow the normal rules for the spell's duration and concentration. Once you use this feature, you can't use it again until you finish a long rest.

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