Wizard
Base Class: Wizard

While most wizards choose to study a specific school of magic you instead are intrigued by magic itself. Instead of mastering one type of magic you have taken the extra time to dive into what magic is and how you can control it at its very core. Years of study have magnified your ability to manipulate the magical energy around you in ways that other wizards can only dream of.

Lore Mastery

Starting at 2nd level your extensive studies have made you a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check that you make with one of Arcana, History, Nature or Religion that you are proficient in and gain proficiency in the others. At 10th level you gain double proficiency in one other skill from the list.

Your extensive studies have given you greater mental alertness you can add you Int modifier to your initiative.

Enhancement Field

Starting at 2nd level your studies of magic allows you to manipulate the magic around you. As a bonus action you can morph the magic in the air in front of you to form a 10ft wide 5ft tall wall of clear magical energy. When Conjured the wall has one of four effects:

  • Enhance: When you cast a buff spell using a spell slot on an ally, they gain a +1 to AC and Saving Throws as long as you maintain concentration on the spell and can see them through the wall. (The bonus increases  by +1 at 9th level and again at 17th level)
  • Empower: When you cast a damaging spell using a spell slot  at a target or point you can see through the wall you gain a +1 to your spell attack bonus and spell save DC. (Increasing by +1 at 9th level and again at 17th level)
  • Disable: When you cast a debuff spell using a spell slot on creatures you can see through the wall your spell save DC increases by +1 as long as you can see the creature and you maintain concentration on the spell. (Increasing by +1 at 9th level and again at 17th level)
  • Defend: When a creature you can see through the wall makes a ranged attack, uses a magical effect or casts a spell at or near you. You gain a +1 to your AC and Saving Throws bonus. (Increasing by +1 at 9th level and again at 17th level)

You can place the wall up to 10ft away from you and can move it using your bonus action. You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.



Mind Over Matter

At 6th level your mentality is so strong that it overcomes some of your physical weakness. Whenever you make a concentration saving throw to maintain a spell you can make an Intelligence saving throw.

Enhanced Focus

At 10th level your mental capabilities make concentrating on a spell easy enough to the point that you can concentrate on two spells at a time.

Arcane Absorption

At 14th level your understanding of Magic is so refined that you know how to deconstruct a spell and absorb its essence. When a creature casts a spell that targets only you, you can use your reaction to absorb the magic of the spell, canceling its effect and gaining a spell slot equal to half the level of the spell rounded up. You have three uses of this ability and regain expended uses at the end of a long rest.

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