Base Class: Wizard
Your focus of study is an experiential development in skillful spellcasting. Your spells are difficult to escape and resist, as you have practiced how to cast them effectively. Wizards from the school of mastery tend to keep notes and drawings of tips and tricks in their spellbooks to complement each spell, along with some notes on effective spellcasting in general. Your spellbook likely contains similar note structure.
School of Mastery Features
| Wizard Level | Features |
|---|---|
| 2nd | Arcane Savant, Improved Spell Difficulty |
| 6th | Potent Spellcasting |
| 10th | Eldritch Resistance |
| 14th | Superior Spell Difficulty |
Arcane Savant
Beginning when you select this school at 2nd level, choose two schools of magic (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation). The gold and time you must spend to copy a 1st or 2nd-level spell into your spellbook is halved if the spell is from either of your chosen schools of magic.
Abjuration
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Conjuration
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Divination
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Enchantment
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Evocation
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Illusion
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Necromancy
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Transmutation
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Improved Spell Difficulty
Starting at 2nd level, your spells become more difficult to resist. Your wizard spell save DC is increased by 1.
Potent Spellcasting
Starting at 6th level, whenever you deal damage with a wizard cantrip, you add your Intelligence modifier to the damage.
Eldritch Resistance
At 10th level, whenever a spell causes you to make a saving throw, you can choose to make that saving throw with advantage. Once you use this feature, you cannot use it again until you finish a long rest.
Superior Spell Difficulty
At 14th level, you have a superior form of spellcasting. Your wizard spell save DC is increased by 1, in addition to the bonus granted by your Improved Spell Difficulty feature.
Previous Versions
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