Wizard
Base Class: Wizard

You know every single spell no need to prepare from every single list but you only have 1d2 + constitution modifier HP

Magic Savant

Beginning when you select this school at 2nd level, You may create your spells up to a level of half your level rounded up. So if you can cast a third level spell and no higher you can make a second level spell

PowerBoost

You may look at someone and concentrate magic onto them, giving them a 1d4 to spend on extra damage for an attack. You can do this for a number of times equal to your intelligence modifier, and each D4 of dice given to allies lasts a number of minutes = to your intelligence modifier

Cards, cards, cards

You may choose to get either a bag of beans, a deck of establishments, or one drawing of One card in a deck of many things

Super Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that try to avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature still takes all the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Empowered Spells

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any spell you cast.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d6 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d6. This damage ignores resistance and immunity.

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