Base Class: Wizard
Wizards who partake in the school of exploration are dedicated to exploring ruins to discover forgotten magic. There dedication is unmatched as it is often mistaken for obsession. While other wizards are trapped inside there library poring over scrolls, members of the School of Exploration spend that time inside the deepest parts of The Underdark, Mechagon Island, and The Mournlands.
Prepared Explorer
- Spell Restriction: Whenever you cast a spell, you cannot cast that spell again until you finish a long rest.
- Expanded Spell Preparation: You can prepare a number of spells equal to the number of spells in your spellbook.
Elemental Surge
Starting at 6th level, you can harness the elemental power of your spells to deal extra damage. Your extensive exploration has attuned you to the different types of magical energies.
- Elemental Surge: Once per long rest, when you deal damage with a spell, you can choose to expend that damage type to add additional damage equal to your Intelligence modifier plus your proficiency bonus. This bonus damage is of the same type as the spell's damage.
Keen Observer
Starting at 10th level, your extensive travels and keen observational skills allow you to learn spells by simply witnessing them being cast.
- Keen Observer: When you witness a creature casting a spell, you can choose to add a copy of that spell to your spellbook, provided it is on the wizard spell list. The process of copying the spell into your spellbook costs twice the usual amount of gold and takes the normal amount of time.
Arcane Reservoir
Starting at 14th level, you can harness residual magical energy from your spells, granting you a reservoir of power to draw upon.
- Arcane Reservoir: When you cast a spell, you gain a number of charges equal to the spell's level. These charges fade if you do not cast a spell of 1st level or higher within 10 minutes.
When you cast a spell, you can expend charges to gain one or more of the following benefits:
- 2 Charges: Reroll a damage die from any source other than the spell being cast. You can reroll any number of times per spell, but only once per die.
- 5 Charges: Gain advantage on an attack roll for a spell, or impose disadvantage on the saving throws against the spell.
- 10 Charges: Spend 1 minute to regain a spell slot of up to 6th level of a spell you have already cast during this long rest.
- 25 Charges: Choose one of the following effects for a spell you cast: instead of rolling to hit, treat the result of any dice as a 20, the target of the spell automatically fails its saving throw, treat the result of a saving throw as a 1, or the spell deals maximum damage.
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