Base Class: Wizard
Your wild curiosity for the Arcane, has driven you to seek out many ways of casting. You have figured out how to use nature to your advantage, shape song to your will and try to learn as much as possible from all the wizarding schools.
Dabblers Advantage
Beginning when you select this school at 2nd level, you have learnt enough about alternative magics to be able to copy spells from select other classes (namely Bard, Ranger and Druid) into your spellbook. As a note, the first 6 wizard spells you know at level 1 must still be from the wizard spell list, but from level 2 onwards you can learn spells from the Bard, Druid and Ranger spell lists.
Cheat Spell
Beginning at 2nd level, you have looked over so many ways of casting, you have figured out how to cast a spell using 2 directly lower level spell slots . This however takes a lot out of you as you are bending reality somewhat, so you can only do this once per long rest. (The highest level spell you can cast using this ability is a level 5 spell. You cannot expend 2 level 5 spell slots to cast a level 6 spell for example. The highest you can use is 2 level 4 slots to cast a level 5 spell.)
Signature Trick.
Starting at 6th level, you’ve dabbled in enough faucets of magic to figure out a way to use one of your favourite (level 1) spells without expending a spell slot. It must be a spell you already know and it counts towards your known spells.
Imitation Casting
Beginning at 10th level, you know how to weave magic well enough to imitate a spell you can see being cast, if you don’t know it. It costs a Bonus Action to quickly try to figure out in your head, how you can use the magics you know to create a similar effect to what you have just seen. You must succeed a wisdom saving throw, if you fail the save you must wait 1 round before using this Bonus Action again. If you succeed, you can cast the spell but only at whatever level you saw it being cast at, expending the necessary slots to cast it. You can change what spell you are imitating, but only after an hour of learning the previous spell. You forget how to use this imitated spell on your next long rest, the equations and such are too mentally taxing to hang on to while trying to sleep and actually sleeping.
Bend Fate
Starting at 14th level, you gain the ability to change the flow of fate. With your study into many faucets of magic, as well as the knowledge on how to bend certain rules, you can now even bend fate... Albeit it slightly. Using this, you can make an opponent reroll a saving throw or spell attack roll using your reaction. The enemy must be visible to you and within 60ft from you. This ability takes a toll on your mind, meaning you must take a long rest before you can use it again.
Previous Versions
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11/15/2019 5:52:12 AM
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10/7/2020 4:39:42 AM
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