Wizard
Base Class: Wizard

School of Knowledge is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure.

Known as savants, followers of this tradition 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. Some savants take a haughty attitude toward 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. Other savants are generous teachers, countering ignorance and deception with deep knowledge and good humor.

Arcane Understanding

Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. You gain expertise in Arcana and 1 other skill of your choice, from the Wizard's skill list.

Arcane Composition

Also at the 2nd level, as your studies of the arcane and the nature of magic increase, your ability to learn new spells grows beyond that of other wizards. You gain one additional wizard cantrip. Also, each time you gain a wizard level, you can add additional free wizard spell of your choice to your spellbook for free.The spell you gain must be of a level lower than the highest spell level you can cast and can’t be lower than 1st level or higher than 6th level.

Scholastic Focus

At the 6th level, your study of the arcane has become so ingrained in you that you ability to regain arcane energy become more effortless. Instead of a short rest, you may spend 1 minute focusing to perform Arcane Recovery.

Prodigious Memory

At 10th level, you have attained a greater mastery of spell preparation. As an action, you can replace one spell you have prepared with another spell from your spellbook.

You can’t use this feature again until you finish a long rest.

Master of Magic

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 can’t be higher than 6th level, 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.

You can’t use this feature again until you finish a long rest.

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