Base Class: Bard
Wizards are the masters of the arcane and the sculptors of reality. While their technique and prowess are often kept hidden from those they scorn, the bards of all ages see their pretentiousness as a challenge. For every Mordenkainen's Chest there is a Scanlan's Magnificent Mansion flipping the arcane bird.
Some Bards in fact set aside their differences, beginning with the Multiclassers of old, a select few bards have found the secretive knowledge of wizards, appreciating its meaning and the history behind it in order to create an art-form of its stories.
Bards of Scribing study through the texts of Wizarding spellbooks, tomes of arcane history, or coded scrolls that reveal secrets to them, their stories of arcane history becoming a blur of knowledge that passes through the Bard's mind and out of their body, a vessel for arcana.
Knowledge of Mages
When you choose this subclass at 3rd level, you gain access to spells from the wizard subclass, starting with an additional cantrip, 1st and 2nd level wizard spell. These Spells do not count towards your total spells known but cannot be changed on a level up.
Additionally you now have the ability to change your spells after a long rest. Provided you spend 10 minutes looking through your arcane notes.
Magical Mimicry
At 3rd level, you choose an ability to unlock from your early studies of wizardly magic. You gain one of the following 2nd level abilities from the wizard schools of magic.
(Abjuration) Arcane Ward
you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your Bard level + your Charisma modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Once you create the ward, you can't create it again until you finish a long rest.
(Chronurgy) Chronal Shift
You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.
You can use this ability twice, and you regain any expended use when you finish a long rest.
(Conjuration) Minor Conjuration
You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.
The object disappears after 1 hour, when you use this feature again, or if it takes any damage.
(Divination) Portent
Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
(Enchantment) Hypnotic Gaze
Your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your Bard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.
(Evocation) Sculpt Spells
You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
(Graviturgy) Adjust Density
As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).
While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws.
While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.
Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.
(Illusion) Improved Minor Illusion
You learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.
When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.
(Necromancy) Grim Harvest
Gou gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.
(Stahlmancy) Crystaline Conjuring
When you use a conjuration spell that teleports you over a distance you can choose to manifest the residual magic around your teleport, creating an arcane crystal that shatters, forcing creatures in a 10ft radius of where you previously were to make a dexterity save or take 2d8 force damage or half as much on a success.
Alternatively, when a creature hits you with a melee attack, you can use your reaction to force that one creature to make the save or take 2d8 force damage or half as much on a successful save.
You can use these features an amount of times equal to your Charisma + your proficiency bonus.
You regain all uses on a long or short rest.
(Transmutation) Minor Alchemy
You can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.
Arcane Undoing
At 6th level, your knowledge of the inner workings behind spells allows you to take them apart and destruct them
When a creature is under the effect of a spell, you can use a bardic inspiration die to attempt to dispel the effect on them. You must roll equal to or higher than the spell's level on the inspiration die to dispel the effect.
Vessel of Knowledge
At 14th level, you have mastered the adopting of Wizards' minds. By borrowing and embodying the soul of a great wizard you can cast one spell from the wizard spell list at 7th level for no spell slot cost.
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If the spell has a gold cost, you are still required to provide enough GP.
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You do not have to know the spell to be able to cast it, as long as it is of the wizard spell list you can cast it.
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You can use this feature to cast a spell above 6th but for any spell cast above 7th level you gain a level of exhaustion per level above 7th
This feature can be used once per long rest
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