Base Class: Wizard
Wizards from the School of Teaching focus their study on how to teach their magic to others. They are versatile in their craft and might focus on any one of the eight schools of magic. These wizards delight in teaching others how to use magic and are better at learning themselves. More influential wizards of the School of Teaching act on behalf of the Board of Education, granting them divine-like powers.
School savant
Beginning when you select this school at 2nd level, you have gained a greater understanding of how some spells work. Choose one of the eight schools of magic (Abjuration, Evocation, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy or Transmutation). The time and gold required for you to copy a spell from that school into your spellbook is halved.
Minor teaching
Also at 2nd level, you gain the ability to teach simple, memorable spells to your friends. You can spend one hour teaching a creature how to cast one cantrip that you know. You must be able to communicate with the creature for the whole of this period of time, otherwise the effects of the teaching fail to occur. They can cast that cantrip up to 3 times or until they take a long rest, providing any components that it requires, using their own Intelligence, Wisdom or Charisma as their spellcasting ability (your choice). If you use this feature during a short or long rest you and the creature you taught can still gain the benefits of the rest.
Once you have used this feature, you cannot use it again until you take a long rest.
Dubious teaching methods
Starting at 6th level, you learn to teach others in a significantly more violent way. You can use your action to crack a melee weapon you are wielding and are proficient with violently across the hand of a creature within range. That creature takes 1 bludgeoning damage and must succeed on a saving throw against your spell save DC or drop any items it is holding, and be prone and incapacitated for 1 minute. During this time, the creature can only use one hand and cannot stand up. The creature can repeat the saving throw at the end of each of its turns, ending all effects on a success but remaining prone.
Board of Education
From 10th level, you wield the divine-like power of the Board of Education. Choose either the Cleric or Paladin spell list. You can now learn spells from that spell list whenever you gain a level.
In addition, you gain one use of Channel Divinity if you do not have any already. This can only be used on the Cleric's Turn Undead option, regardless of which class you chose. You regain your Channel Divinity (if expended) whenever you finish a long rest.
Major teaching
Starting at 14th level, you are desperate to teach others the magic you know. You can spend one hour teaching a creature certain spells. That creature gains one spell slot of each level up to 4th, that last until the start of its next long rest, or until they are expended. They also gain the ability to cast two spells of up to 4th level that you can cast. The creature can cast the spells you teach it, as well as any other spells it knows, using the spell slots it gains from this feature. The creature can choose to use your spellcasting ability or its own Intelligence, Wisdom or Charisma to cast these spells. Using this feature during a short or long rest negates the benefits of the rest only for the target.
Once you have used this ability, you cannot use it again until you finish a long rest.
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