Component-Based Wizardry
While many wizards focus on the school of spell they use, or the fundamental goals of their spellcasting, a subset of wizards focus on innovating with the way they cast the spells, specializing in either the material, somatic, or verbal components of spellcasting. With endless practice and study of these components, these wizards can change their spells in ways unimaginable to most other wizards.
Alchemancy Tradition
Wizards who follow the tradition of alchemancy, known as alchemancers, are not necessarily alchemists, although they often do practice alchemy along with wizardry. They are a group of wizards that focus on the material component of their spells, experimenting with various material substitutes to reduce cost or change the nature of their spells, using skills with . Hedge wizards often follow this tradition, lacking access to rare or expensive components, finding substitutes in the materials they have on hand.
Bonus Proficiencies
At 2nd level when you choose this tradition, you gain proficiency in either herbalism kits or alchemist's supplies.
Energy Substitution
At 2nd level when you choose this tradition, you gain the ability to substitute material components to change the nature of your damaging spells. When you cast a spell and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list.
You can use this ability a number of times equal to your Intelligence modifier, and regain all uses of this ability when you finish a long rest.
Substitute Gathering
At 6th level, you learn how to find material substitutes in the world around you. During a short rest, you scrounge for materials in the environment, and you regain all uses of your Energy Substitution ability.
Additionally, when you cast a spell with a material component that costs gold, you can substitute it at no gold cost. Once you use this ability, you cannot do so again until you complete a long rest.
Fundamental Shift
You gain the ability to fundamentally change some spells using special material components. Starting at 10th level, when you cast a spell that requires a creature to attempt a saving throw, you can substitute components in order to change the ability score the saving throw requires. For example, if you were to cast Fireball, you could make it require a Charisma saving throw instead of a Dexterity saving throw.
Once you use this ability, you cannot do so again until you complete a long rest.
Masterful Gatherer
You become incredibly skilled in gathering, finding substitutes for even the rarest of components with ease. Starting at 14th level, you can use your Energy Substitution ability an unlimited number of times, and when you complete a short rest, you can regain either your Fundamental Shift ability, or your Substitute Gathering ability.
Vocalism Tradition
Wizards who follow the tradition of vocalism, known as vocalists, phonomancers, or voice wizards, are a group of wizards that focus of improving the range and power of their voices in order to improve the verbal components of their spells. Often, they specialize in thunder spells, making the sound of their spells even more powerful with their voices.
Bonus Proficiency
Your skills in singing and cadence have their uses. Starting at 2nd level when you choose this tradition, you gain proficiency in the Performance skill if you don't already have it, and when you make a check with the Performance skill, you may use your Intelligence modifier, rather than your Charisma, for Performance checks.
Volume Control
You gain the ability to change the volume and tone of your spells' verbal components to the extremes, with different effects. Starting at 2nd level, when you cast a spell with a verbal component, you can say them so quietly, they are impossible to hear. However, creatures can still read your lips, and spells such as silence still prevent you from casting spells with a verbal component.
Additionally, when you cast a spell with a range that is not self or touch, you can shout the verbal components so loudly that the spell's range is doubled. Once you use this ability, you cannot do so again until you complete a long rest.
Thunderous Bellows
You gain the ability to empower your voice with magic, to destructive effect. Starting at 6th level, as an action, you can expend a spell slot of 1st level or higher and shout, forcing all creatures in a 20-foot cone in front of you to make a Constitution saving throw against your spell save DC or take 2d8 thunder damage for each level of the spell slot.
Bellowing Thunder
You learn how to maximize the power of your thunder. Starting at 10th level, you can add your Intelligence modifier to all thunder damage you deal.
Unstoppable Voice
Your voice becomes so incredibly powerful, it is impossible to silence it. Starting at 14th level, you are immune to the effects of the silence spell, and any effect that would render you unable to speak or be heard no longer works against you.
In addition, when you cast a spell that requires a saving throw, you can impose disadvantage on all saving throws against it. Your Thunderous Bellows ability counts as a spell for the purposes of this ability. You can use this ability a number of times equal to your Intelligence modifier, and you regain all uses of this ability when you complete a long rest.
Somaticism Tradition
Those who follow the somaticism tradition, known as somaticists or hand mages, are a group of wizards who focus on improving their skill with creating the somatic components of their spells, allowing them to cast their spells with unearthly speed or even casting multiple spells simultaneously.
Bonus Proficiency
Your practice with your hands proves useful in other contexts. Starting at 2nd level when you choose this tradition, you gain proficiency in the Sleight of Hand skill, if you don't already have it, and when you make a Sleight of Hand check, you may use your Intelligence modifier, instead of your Dexterity modifier, for the check.
Quick Work
You practice your rituals and greatly reduce the time they take. Starting at 2nd level, whenever you cast a spell as a ritual, you can cast it in one tenth the time. For example, if you casted the Detect Magic spell as a ritual, which would normally take 10 minutes, you can cast it in 1 minute instead, without using a spell slot or having to have the spell prepared.
Quickened Spell
You become so familiar with the components of your spells, you can cast them in very little time. Starting at 6th level, when you cast a spell with a casting time of 1 action, you can cast it with a bonus action instead. You can use this ability a number of times equal to your Dexterity modifier + your Intelligence modifier, regaining all uses of this ability when you complete a long rest.
Reflexive Spell
You learn how to occasionally cast spells at blinding speed. At any time in combat, you can cast a spell with a casting time of 1 action as a reaction, even if no previous conditions for a reaction were met. Once you use this ability, you may not do so again until you complete a long rest.
Sharpened Mind
You sharpen your mind to have nearly impossible reflexes. Starting at 14th level, you can add your Intelligence modifier, in addition to your Dexterity modifier, to your initiative checks.
Furthermore, whenever a creature makes an attack roll against you, you can use your reaction to add your Intelligence modifier to your AC until the end of that creature's turn.