Wizard
Base Class: Wizard

When you reach 2nd level, you choose an arcane tradition from the list of available traditions, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Generalist Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy any spell into your spellbook is reduced in one-third.

Generalist Technique 1

Choose one of any other school ability of 2nd level (sculpt spells, arcane ward, minor conjuration, portent, hypnotic gaze, improved minor illusion, grim harvest, minor alchemy, or tactical wit). You gain that ability.

Generalist Technique 2

Choose one of any other school ability of 6th level (project ward, benign transposition, expert divination, instinctive charm, potent cantrip, malleable illusions, undead thralls, transmuter's stone, or power surge). You gain that ability.

Generalist Technique 3

Choose one of any other school ability of 10th level (improved abjuration, focused concentration, the third eye, split enchantment, empowered evocation, illusory step, inured to undeath, shapechanger, durable magic).You gain that ability.

Generalist Technique 4

 Choose one of any other school ability of 14th level (spell resistance, durable summons, greater portent, alter memories, overchannel, illusory reality, command undead, master transmuter, or deflecting shroud). You gain that ability.

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