Wizard
Base Class: Wizard
An arcane theorist is 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.

Lore Master

Starting at 2nd level, you become a compendium of knowledge on all things magical. You gain proficiency in the Arcana skill. Your proficiency bonus is doubled for any ability check you make that uses the Arcana skill. In addition, you also gain proficiency in one of the following skills of your choice: History, Investigation, Nature, or Religion.

Spell Secrets


At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies into magical theory. You are able to create your own spells that are altered variations of spells that you know.

To create a new spell, choose a spell in your spellbook. The spell cannot be a cantrip, and must be of 5th level or lower. By spending at least 1 hour in study for each level of the spell, you can create a new variant of your chosen spell. The new variant counts as a separate, distinct spell from the original, and you can give it an appropriate name. You always have this new variant spell prepared, and it does not count against the maximum number of spells you can prepare. You may choose one of the following options when creating your modified spell:

  • If the spell deals cold, fire, lightning, radiant, or thunder damage, you may substitute one damage type from list into another damage type of your choice on that list. For example, a Burning Hands spell might become a Lightning Hands spell, dealing lightning damage instead of fire. If the spell deals damage of multiple types, you may change only 1 of the damage types in this way.
  • If the spell deals acid, poison, or necrotic damage, you may substitute one damage type from that list into another damage type of your choice on that list. For example, a Ray of Sickness might become a Ray of Death, dealing necrotic damage instead of poison. If the spell deals damage of  multiple types, you may change only 1 of the damage types in this way.
  • You may change the saving throw from Strength to Dexterity, or from Dexterity to Strength.
  • You may change the saving throw from Wisdom to Charisma, or from Charisma to Wisdom.
You learn additional ways to alter spells as you gain levels in this class. You may create a number of variant spells equal to your Intelligence modifier. You may change your list of variant spells by spending 1 hour in study per spell level to learn a new one, replacing one of your existing ones. You may not copy any of your variant spells into your spellbook.

Greater Spell Secrets

Starting at 6th level, you have learned how to alter spells in new ways. You gain additional options for creating variant spells:

  • You may create a version of a 1st-level spell that can be cast as a ritual. If the spell does not deal damage, nor apply any other negative effect to the target, such as Jump or Protection from Evil and Good, the variant spell simply gains the ritual tag, and is otherwise unchanged. If the spell deals damage, or some other negative effect, such as applying the Charmed condition, the variant spell is inscribed in a glyph, as if using Spell Glyph option for Glyph of Warding. To create a variant spell in this way, you must have both the original spell, and Glyph of Warding in your spellbook.
  • If the spell targets a single creature or object, you may make a variant that targets two creatures or objects instead. However, the variant spell is 1 level higher than the original spell, and cannot be cast at the same level as the original spell. If the original spell gains additional effects when cast at higher levels, the levels for applying the additional effects are also 1 level higher than the original spell. For example, if you make a variant of the 2nd-level spell Magic Weapon, which has additional effects when cast at 4th or 6th level, the new variant can target two weapons instead of just one, but it becomes a 3rd-level spell, and the additional effects cannot be applied unless the variant is cast using a spell slot of 5th or 7th level.
  • If the spell has a range of self, and affects an area that is either a line, cone, circle, or sphere around you, you can create a variant that affects an area of a different shape. If the original spell is a sphere or circle, the variant spell can be a cone with a range equal to twice the radius of the sphere or circle, or a  line with a length of four times the radius of the circle. If the original spell is a cone, the variant can be a sphere with a radius equal to one half the size the cone or a line with a length of two times the size of the cone. If the original spell is a line, the variant spell can be a cone with a size equal to half the length of the line, or a sphere with a radius equal to one fourth the length of the line. Round all dimensions down to the nearest 5 feet.

Master of Spell Secrets

Starting at 10th level, you have learned how to alter spells in even more new ways. You gain additional options for creating variant spells:
  • You may create a version of a 2nd-level spell that can be cast as a ritual, following the same rules as when creating a 1st-level ritual spell.
  • If the spell deals damage of any type, you can create a variant that also deals an additional 2d10 force damage. If the spell deals damage to multiple enemies or over multiple rounds, this additional force damage can only be applied once to a single enemy. After casting such a spell, roll a d20. On a 10 or lower, you suffer 1 level of exhaustion.

Prodigious Memory

At 10th level, you have attained a greater mastery over spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook.Once you use this feature, you can't do so again until you finish a short or long rest.

Master of Magic

At 14th level, your knowledge of magic allows you to duplicate almost any spell. As an action on your turn, you can expend a 6th level spell slot to duplicate the effects of any spell of your choice of 5th level or lower. The spell does not need to be in your spellbook, nor does it have to be on the Wizard spell list. You do not need to provide any material components, however this action has both verbal and somatic components. Once you use this feature, you can't use it again until you finish a long rest. 

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