Base Class: Wizard
Most wizards see the benefits of specialization. They will focus on a single school or a single purpose of magic. The wizards of Brightharbor, however, see knowledge as its own reward, and benefit as generalists who give all of wizardly magic equal weight and equal merit. After all, knowledge is power.
Followers of this tradition are known as Brightharbor Scholars. Students of Brightharbor College (inhabiting an independently governed island several hundred miles from the mainland) view magic as the greatest font of knowledge in existence, as its very nature is able to take reality itself and turn it on its head. Magic that reproduce mundane or labor-saving effects effects bore Brightharbor scholars (these wizards find no joy in fire-based spells at all, as literally almost anyone can make a fire), but if you know a spell that can create an object of magical force, manipulate the weather, or conjure an entity from another plane of existence, then you just might catch the attention of a Brightharbor Scholar.
Learned
At 2nd Level, you gain proficiency in one of the following sets of artisans’ tools: alchemist's supplies, calligrapher’s supplies, cartographer’s tools, jeweler’s tools, or tinker’s tools. You also gain the use of any two additional languages. In addition, you can add half your proficiency bonus to any Intelligence based skill check you are not already proficient in.
Arcane Research
At 2nd Level, when you add new spells to your spellbook, you can add a third 1st-level spell, which you can choose from any class’s spell list. Additionally, when you obtain a new level at which you can learn spells from a new spell level (3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level), you can add a third spell from your newly gained spell level from any class’s spell list to your spellbook. The extra spell must be from a school of magic that is already represented in your spellbook. For example, your extra learned spell cannot be a Necromancy spell if you do not already have at least one spell from the Necromancy spell in your spellbook.
Ritual Divination
Starting at 6th level, you manage to unlock secrets in the divination school that most wizards don’t even know to look for. Once per long rest, you are able to cast any wizard spell in your spellbook from the divination school that does not bear the ritual tag as if it was a ritual spell. You can cast actual ritual divination spells as normal.
Argent Savant
Starting at 10th level, you become an expert in force magic. Any spell you cast that deals force damage deals extra force damage per target equal to your Intelligence modifier, and you gain advantage on concentration checks when maintaining force-based spells (such as Mordenkain’s sword or wall of force).
Self-Preservation
Starting at 14th level you have become an expert and master at protecting your most precious resource - yourself. You are able to cast any wizard spell in your spellbook of 7th level or lower with a range of Self and a casting time of 1 action as a bonus action.
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