Base Class: Wizard
School of the Weave is an arcane tradition not fixated on the study of a specific school of magic but the understanding of the underlying mechanics and secrets of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure.
Lore Master
Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.
In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).
Spell Secrets
At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies. You have learned to master the components for spells dealing damage to change them in such a way that will change the type of damage dealt.
When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with your chosen type. You replace one energy type for another by altering the spell’s formula as you cast it.
You know 1 basic damage type (acid, cold, fire, lightning, or thunder), and then at 6th and 10th level you will learn 1 more. At 14th level, you can learn a 4th basic damage type or an advanced damage type (force, necrotic, or radiant).
You have also learned the secrets to ritual casting. You are able to cast a ritual spell at a very fast speed. The ritual will only take 1 minute to cast rather than 10 minutes. Once you cast a ritual spell in this way you can’t do so again until you finish a short or long rest.
Acid
You have learned the secret to altering the spell formula of any damaging spell to deal acid damage.
Cold
You have learned the secret to altering the spell formula of any damaging spell to deal cold damage.
Fire
You have learned the secret to altering the spell formula of any damaging spell to deal fire damage.
Force
You have learned the secret to altering the spell formula of any damaging spell to deal force damage.
Lightning
You have learned the secret to altering the spell formula of any damaging spell to deal lightning damage.
Necrotic
You have learned the secret to altering the spell formula of any damaging spell to deal necrotic damage.
Psychic
You have learned the secret to altering the spell formula of any damaging spell to deal psychic damage.
Radiant
You have learned the secret to altering the spell formula of any damaging spell to deal radiant damage.
Thunder
You have learned the secret to altering the spell formula of any damaging spell to deal thunder damage.
Elemental Adaptation
At 6th level, your knowledge of your mastered elements allows for more severe strikes against your foes.
If you would deal damage of a type that you have chosen with your Spell Secrets, the spells ignore resistance and turn immunity into resistance.
Conduit Manifestation
You learn to pass your concentration to a willing conduit within 60 feet of you.
Once the bond has been formed, the caster can cast another concentration spell as long as the following rules are kept:
The Target of the original concentration spell, nor the conduit can be affected by further magic.
You must stay within 1 mile of the conduit, or all concentration spells fail and you gain two levels of exhaustion.
The same spell can not be concentrated on more than once.
Master's Preperation
At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.
You can’t use this feature again until you finish a long rest.
Previous Versions
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