Wizard
The lure of knowledge and power calls even the most unadventurous wizard. A wizard’s life is rarely mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in some library or university. Some wizards sell their services as diviners, military personnel, and some go into crime or domination.~
Project Testing
While included as part of the Revision project, this subclass was only part of the Unearthed Arcana test play and guidelines are different due to this. Still aiming to use the design team's intent, lore, story, previous editions, characters, etc. to help this subclass function in a way that felt closer and more balanced when compared to the other wizard subclasses. Comments and reviews are appreciated.
School of
Lore Mastery
Based on Lore Mastery from
Unearthed Arcana 29 - Warlock and Wizard
Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. The promise of understanding 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. These practitioners are experts at manipulating and altering their spells, often in strange ways. Other magic-users are hesitant to learn from them, since without their finer understanding these spell will most likely backlash for other casters.
They often focus on mastering sections of spells that cause a particular element and rather than performing a typical counterspell, they try to turn spells back upon their casters. The results of a spell are less interesting to them than the process that creates it.
Note:
The Optional features have not been fully reviewed or tested, so may need to function as a replacement feature rather than an addition. Work with your DM to gauge which way works better without causing the subclass to be too weak or too strong.
Lore Master
Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Choose two skills from Arcana, History, Nature, or Religion skills. If you are already proficient in the chosen skill, you gain Expertise (your proficiency bonus is doubled for any ability check you make), otherwise you gain proficiency 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, you choose if it is an Intelligence check or a Dexterity check for you.
Spell Secrets
At 2nd level, you master an arcane secret uncovered by your extensive studies. You can alter part of the spell's formula to change its flow of energy. When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with the type acid, cold, fire, lightning, or thunder damage that appears in another spell in your spellbook. The spells must be of the same level as the spell slot you expend.
Additionally, you may choose one type of damage from acid, cold, fire, lightning, and thunder, if you have a cantrip or spell with that damage type. Whenever you cast a wizard cantrip, you may substitute the damage type from the spell for the chosen damage type. You can change the chosen damage type during a long rest.
The Exponential Effect
At 6th level, through the study of causality, you learn to augment spells and mix more magical power into your spell to amplify it in a variety of ways. When you cast a wizard cantrip or wizard spell, you can cast it using a slot that is one higher level than the spell’s casting level and forgo any additional effects from casting at a higher level for one of the following effects:
- When you cast a spell with the range of touch, you can change the range to 30 feet.
- When you cast a spell with range, the spell's range is doubled. If the range extends from self, it doubles the range extended from you. It does not affect any other dimensions in the spell.
- When you cast a spell that requires a saving throw, you can change the saving throw from one type of ability score to another. Strength, Dexterity, and Constitution can be exchanged with each other. Intelligence, Wisdom, and Charisma can be exchanged with each other. In addition, once you have changed a saving throw in this way, you can’t do so again until you finish a short or long rest.
Example: You can cast Ray of Sickness at 2nd level but use a 4th level spell slot. This will allow you to do 3d8 poison damage at 120 feet away with a Dexterity Saving Throw.
Reasonable Deduction (Optional)
You observed the skills of others and have worked out the basic ideas behind their trade. At 6th level, you can add half of your Intelligence modifier to any ability check you make that doesn't already include your Proficiency Bonus. You can use this feature the number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
Prodigious Memory
At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a short or long rest.
Spell Turning (Optional)
At 10th level, when a creature targets only you with a spell, you can use your reaction and a spell slot to attempt to reflect the spell back at the caster. If the spell slot used is lower than the spell casted, roll an Intelligence check. The DC equals 10 + the spell’s level. If success, the new target of the spell is the caster or if the spell cannot target the caster, then the spell fails and has no effect.
Master of Magic
At 14th level, your knowledge of magic allows you to figure out a way 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 must not have it prepared, and you follow the normal rules for casting it, including expending a spell slot and an Action. 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.
At lvl 17 you can use this feature twice between long rests.
Origion File Location
Files copied from Revision on Homebrewery.