Base Class: Wizard
you have studied long lost ruins for strands of strange and unknown magic
ancient magic
starting at 2nd level, you gain proficiency in history.when you cast a spell that uses your spellcasting mod you can instead roll a special history check made with advantage with the result of the check replacing you int score for that spell.in addition whenever you regain spell slots from arcane recovery you can make a history check with a dc of 12+twice your proficiency bonus on a success you can add your int mod to the spell slots recovered.
great explorer
starting at 2nd level,you experience in ancient ruins gives you an odd edge whenever a you need to dodge out of the way.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
field research
starting at 6th level you know that the real world is messier then what they said would happen at school and thus can improvise your spells .whenever you cast a spell that deals damage or causes a save you make a dc 10+the level of the spell on a success you can change the damage type of the spell to any type or change the save too another type of save.
scholary truths
starting at 10th level whenever you make an int ability check you can expend a spell slot and add 4 times the level of the spell slot to the check.
master of forgotten magic
starting at 14th level,whenever you cast a leveled spell you can make a dc 10+the level of the spell history check on a success you do not expend a spell slot.







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