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## Arcane Tradition: Archivist Wizards who choose to not pursue mastery within a specific school of magic, archivists instead focus on recording and creating new spells. Archivists are the lifeblood of any wizarding school, being the individuals who collect, assess, organize, preserve, and provide access to arcane records and archives of significance. Many wizards who train to be archivists are required to go out into the world and present their wizarding school or academy with a piece of knowledge that hasn't been recorded in their archives yet. This can sometimes become a lifetime commitment, depending on the sheer size of their school's archives. ### Lore Savant Starting at 2nd level when you choose this tradition, anytime you are copying down a spell scroll into your spellbook, you can choose to spend twice the amount of required gold to halve the amount of time it takes to copy down a spell, or spend twice the amount of required time to halve the amount of gold it takes to copy down a spell. You are also adept at crafting spell scrolls, which are described in the treasure chapter of the *Dungeon Master's Guide*. The gold and time you must spend to make such a scroll. ### Adept Alteration Also at 2nd level, you become adept at altering the magical formula of a spell. During a long rest when you are preparing your spells and you have a quill and some ink, you can alter one spell in a number of ways. The spell must be within your spellbook. - If the spell requires a Strength, Dexterity or Constitution saving throw, you can change the spell to be any of those saving throws. - If the spell deals acid, cold, fire, poison, lightning, or thunder damage, you can change the spell to deal any of those damage types. When you alter a spell in this way, you can choose to rename it as well. For example; if you alter the *burning hands* spell to deal thunder damage and require a Constitution saving throw, creating a new spell that might be called "thunderous repulse". Many wizards also often put their name alongside the new spell's name, for example; "Jaime's thunderous repulse". \columnbreak ___
### Animated Spellbook At 6th level, during a long rest you can spend 1 hour weaving magic into your spellbook, breathing arcane life into it. While animated, your spellbook gains the following effects: - It is considered a construct. - It has a flying(hover) speed of 30 feet. - It has hitpoints equal to five times your Wizard level. - It has an AC equal to 13 + your Intelligence modifier. - As a bonus action, you can see outward from it's open pages as if you were in it's place. Doing this requires your concentration (as if concentrating on a spell). You can end this effect at any time. - Whenever you cast a spell, you can cast it as if you were in it's place. If your spell book is reduced to 0 hit points, it teleports to a free hand, undamaged, becoming a mundane spellbook once again. If you don't have a free hand, it magically teleports to a space within 5 feet of you. ### Formulaic Copy At 10th level, when you choose to alter a spell with the *Adept Alteration* feature, you can choose to instead to copy the altered spell down into your spellbook as if it were a new spell. Doing this uses the same rules as copying down any other spell, and the original spell stays in your spellbook unaltered. You can keep a number of altered spells copied into your spellbook as separate spells equal to your Intelligence modifier. If you attempt to make a copy of an altered spell and it exceeds your number of copied altered spells, you can choose to erase one of your other copied altered spells from your spellbook to make room for the new spell. ### Loremaster At 14th level, you are always under the effects of the *Legend Lore* spell. In addition, when you use your *Adept Alteration* feature, you gain new options for spell alteration. - If the spell requires a physical saving throw, you can change it to be another physical saving throw. This restriction also applies to mental saving throws. For example; if a spell requires a Charisma saving throw, you can only change the spell to become an Intelligence or Wisdom saving throw. - If the spell deals damage, you can change the damage type to be any type that isn't bludgeoning, piercing or slashing damage.