Wizard
Base Class: Wizard

Wizards who follow the Arcane Tradition of Archive master the art of transforming knowledge and information into magical energy. They develop a personal magical Archive capable of recording information, analysing threats, communicating across distances, and projecting solid constructs of magical energy.

An Archive wizard might act as the tactical mind of an adventuring party, identifying enemies' weaknesses, coordinating allies, and protecting them with screens of hardened magic.

Level 2: Archive Magic

Your magical Archive allows you to record and retrieve magical knowledge, as well as transmit information directly to other minds.

Magical Encoding. Your Archive functions as your spellbook, storing all the wizard spells you know. You can add new spells to it using the normal rules for copying spells into a spellbook. Your Archive appears as a series of magical screens that you can summon or dismiss at will, and it cannot be stolen or destroyed by ordinary means.

Information Transfer. You can establish a telepathic connection with a willing creature you can see within 60 feet, allowing you to communicate thoughts, images, maps, and sensory information you have personally experienced for up to 10 minutes, provided you remain within 1 mile of each other. You can use this ability a number of times equal to your proficiency bonus per short or long rest. The connections ends early if you become incapacitated or establish a connection with another creature.

Level 2: Knowledge Transfer

As a bonus action, choose one willing creature you can see within 60 feet of you. You temporarily transfer knowledge into its mind, granting it proficiency in one skill or tool of your choice.

The chosen proficiency lasts for 1 hour, after which the transferred knowledge fades. 

The chosen skill or tool proficiency does not need to be one you possess yourself.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), regaining all expended uses when you finish a long rest.

Level 6: Protect

At 6th level, you learn to transform your Archive's screens into defensive barriers.

When you or a creature you can see within 30 feet of you is hit by an attack or fails a saving throw, you can use your reaction to project a magical screen in front of that creature.

The target gains a bonus to its AC equal to your proficiency bonus against the triggering attack, potentially causing the attack to miss. If the triggering effect requires a saving throw instead of an attack roll, the target instead gains a bonus to that saving throw equal to your proficiency bonus.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Level 10: Overload

At 10th level, you learn to overload your magical data constructs, releasing a burst of disruptive energy.

As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw against your wizard spell save DC.

On a failed save, the target takes 7d8 force damage, is pushed up to 10 feet away from you, and can’t take reactions until the start of your next turn.

On a successful save, the target takes half as much damage and suffers no other effects.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Level 14: Arcane Transfer

Level 14: Arcane Transfer

At 14th level, you master the art of transferring magical knowledge directly from your Archive into another creature’s mind.

As a bonus action, choose one willing creature you can see within 60 feet of you. Choose one spell of 4th level or lower from your Archive. You transfer the knowledge necessary for the target to cast that spell.

For the next hour, the target can cast the chosen spell once without expending a spell slot or providing material components with a listed cost or that are consumed by the spell. The spell uses your wizard spell save DC and spell attack modifier, if applicable.

The target must provide any other components required by the spell.

Once the target casts the spell the transferred knowledge fades. The knowledge also fades if the duration expires before the spell is cast.

You can use this feature a number of times equal to half your intelligence modifier (rounded up), regaining all expensed uses when you finish a long rest.

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