Wizard Subclass: Theoretical Arcanist

by CurlyFries

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Wizard Arcane Tradition: Theoretical Arcanist

These so-called “unspecialised” wizards are perpetually ridiculed by their peers, often told that they ought to settle down and just pick an area of study. Theoretical Arcanists scoff at such accusations, for no one else has such an advanced grasp of the underlying principles of the Art Magic; where others’ eyes stop at the arbitrary distinction of “schools”, you understand that magic is, fundamentally, magic. This tradition then, encompasses an understanding of the arcane at its base level, and how to learn from and manipulate that to achieve your ends.

Diligent Understudy

When you adopt this tradition at 2nd level, the gold and time you expend to copy spells from any school into your spellbook is reduced by a quarter.

Arcane Theory

Your studies into the underlying principle of magic have yielded interesting results. At 2nd level, you know two Arcane Theories of your choice from the list below, and you gain two more at 6th, 10th, and 14th levels.

  • Theory of Alteration: You learn the principles of changing energy and matter that form the basis of Transmutation magic. Once per turn when you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you may choose to change its damage type to a different one from the list. At the DM’s discretion, additional effects from the spell might be changed to reflect the new damage type, such as a Fireball melting objects in the area rather than setting them on fire, if the damage type was changed to acid.
  • Theory of Captivation: You learn how magic can worm its way into the minds of even the most stalwart of creatures. Even when a creature is immune to the Charmed or Frightened condition, it is not considered so against your spells, as your magic seizes its mind or body to mimic these effects. When attempting to Charm or Frighten a creature in such a way, you do not add your proficiency bonus when calculating your spell save DC.
  • Theory of Displacement: You learn how Conjuration magic alters the space between spaces. As an action, you may expend a spell slot to become Displaced; while under this effect, Attacks of Opportunity are made against you at disadvantage, and you may pass through solid objects as though they were difficult terrain. This effect lasts a number of rounds equal to the level of the spell slot expended; if it ends while you are within a solid object, you are shunted into the nearest available space and take force damage equal to 1d6 per 5ft you moved.
  • Theory of Perpetual Awareness: You learn to disperse ambient Divination magic around you to alert you to goings-on. While you are not incapacitated, your Passive Wisdom (Perception) score and Initiative modifier are increased by your Intelligence modifier.
  • Theory of Redirection: You learn to blend elements of Abjuration, drawing energy from spells instead of scattering it to the Weave entirely. When you dispel a magical effect such as through Counterspell or Dispel Magic, or when you block a spell attack with the Shield spell, you gain temporary hit points equal to 1d8 per level of the magical effect negated. For instance, using Shield to block a Scorching Ray beam would grant 2d8 temporary hit points.
  • Theory of Remedial Action: While not a common study among wizards, you learn some of the Evocation mechanics behind healing magic. As an action, you may touch a willing creature (not constructs or undead) and expend a spell slot to restore hit points to it. The number of hit points restored is equal to your Intelligence modifier + 1d4 per level of the slot expended.
  • Theory of Shadow: You learn the Illusion techniques that bend light and darkness to shield your spells from prying eyes. When you make a spell attack against a single creature, you may choose to make the spell projectile invisible; you gain advantage on the attack roll, and the target gains no benefit from being able to see the incoming attack unless it can see through invisibility. You may use this ability twice, and you regain all expended uses when you complete a long rest.
  • Theory of Spiritual Absorption: You learn the necessary Necromantic components for drawing information from deceased creatures. When a creature you can see dies, you may use your reaction to consume a fragment of its soul; you gain proficiency in one skill, tool, or weapon that it was also proficient in (chosen randomly or by the DM) for 1 hour. You may only benefit from one soul fragment at a time.

Studiis Magicis

Beginning at 6th level, you count as proficient in any Intelligence checks you make to understand the application or history of magical spells and enchantments you encounter, and you may double your proficiency bonus for them.

Arcane Savant

Starting at 10th level, the gold and time you expend to copy spells from any school into your spellbook is reduced to half.

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Quick Study

At 14th level, when you witness a wizard spell being cast, you may use your reaction to affix it in your memory; you may only have one spell memorised at a time, and it must be of a level for which you have spell slots. While you have the spell memorised, you may cast it as though you had prepared it from your spellbook, but you may not combine it with any of your Arcane Theories. You may also copy a spell you have memorised into your spellbook, at double the time and cost, as though you had a scroll or spellbook to copy from. This otherwise must obey all the other rules of copying spells into your spellbook.

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