Base Class: Wizard
Universalist Wizards are fixated on understanding the underlying mechanics of magic. The promise of uncovering new knowledge or proving a theory of magic is usually required to rouse these practitioners from their laboratories, academies, and archives to pursue a life of adventure. Universalists are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Many savants take a haughty attitude towards those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic.
Savant
Beginning when you select this school at 2nd level, the time you must spend to copy spells into your spellbook is reduced by one quarter.
Prodigious Memory
Starting at 2nd level, you have attained a greater mastery of preparation through your arcane studies. As a Bonus action, you can replace one Wizard spell you have prepared with another Wizard spell from your spellbook. Once you use this feature, you can't use it again until you finish a short or long rest.
Quick Wit
Starting at 6th level, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or Dexterity check for you (your choice).
Mind Over Matter
Beginning at 10th level, your intense study has caused your mind to become increasingly resilient to fatigue. When you use your Arcane Recovery feature, the spell slots recovered can now have a combined level that is equal to or less than three quarters your wizard level (rounded up).
Magical Mastery
At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a Bonus action, you can call to mind the ability to cast one spell of your choice from any class's spell list. The spell must be of fifth level or lower with a casting time of one Action, must be of a level for which you have spell slots, you mustn't have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn't a Wizard spell, it counts as a Wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends, but follow the normal rules for the spell's duration and concentration. Once you use this feature, you can't use it again until you finish a long rest.
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Thank you - this is a nicely balanced, adaptive "generalist" subclass.
I will keep that in mind, I also have a few of my own creations up as well if you want to have a little look around and give a little feedback that would be awesome.
Thank you! Hit me with ideas too and I’d love to turn them into classes.
edit: I've moved on to my own game (from 5e), so I'm probably not the best for this any longer (not that I ever was)
dude I just wanted to check some of your other stuff because of how great anime swordsman is and damn, all your creations are either really cool ideas for a main campaign or awesome goof characters for short runs.