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# Arcane Tradition: School of Hermeneutics Wizards of the School of Hermeneutics are philosophers, mystics and linguists. They know magic is not a set of immutable equations but of interpretation, translation, and re-definition. Through their particular discipline Hermeneutic Wizard are able to practice magic in unique and inventive ways, though their arts might be seen as too niche or abstract by the more rigid schools in arcane traditions. ### Tools of the Trade At 2nd level, you gain proficiency with Calligrapher's Supplies or Forgery Kits. If you already have the proficiency of your choice, you gain proficiency with a different tool of your choice instead. ### Mundane Mastery Starting at 2nd level, you gain expert knowledge on a vast array of topics. Choose two of the following skills: Arcana, History, Investigation, Nature or Religion. You are now proficient in them, or if you were already proficient, you may double their proficiency bonus when making any ability check they require (i.e. you have expertise in them). ### Ritual Lore At 2nd level, your knowledge of arcane lore allows you to perform a wider array of rituals than an ordinary wizard. When you gain this feature, choose a spell that you know which doesn’t have the ritual tag; you can now cast this spell as a ritual. You may change the spell this feature uses every time you gain a level as a wizard, or upon a long rest when you reach level 20. ### Clarifying Lacuna At 6th level, your knowledge of what the arcane arts are allows you to realize, and manifest, what they are not. This knowledge of magical lacuna allows you to modify spells using the options below. This is an intellectual process, not an innate ability like that of Sorcerers, representing extensive effort and preparation required on your part - and so you are limited to the number of your proficiency bonus for uses of this feature. You can use no more than one modification per spell, and you regain all expanded uses when you finish a long rest. * **Detach** You change the origin point from which a spell is cast - if the spell has a range of at least 5ft, you may treat any point of your choosing in your sight within 30ft of you as the location from which the spell is cast. The spell is then cast normally using the range and qualifiers within its description. > ##### Sight from Detachment > Even after you cast a spell with Detach, the sight requirements of the spell will still apply in relation to the caster. For example, if the spell requires the caster to see a creature in order to be cast, sight is still measured from the creature to the caster, not to the new origin point of the spell. * **Distend** Add 5ft to a spell's Area of Effect. If the spell does not have an Area of Effect, it can be cast with an Area of Effect radius of 5ft centered on a point within that spell's range. Every character within the spell's added Area of Effect are subject to all of the spell's triggers and effects. * **Delay** The spell's effect will be delayed. The delay can be between one round and six hours. You can maintain Concentration on a spell with Delay to release it when you choose or commit to a specific delay time by declaring it on casting, requiring no Concentration to maintain. If this Concentration is broken by taking damage or going unconscious, the spell is not cast and the spell slot used in its casting is spent. ### Reframing Fundamentals At 10th level, you realize the unexplored potential in a few key cantrips, allowing you to channel your magical prowess and reach into previously unspecificed arcane spaces. You learn how to use certain cantrips to further the mastery of your tradition. You permanently learn the Resistance, Guidance, Mending, and Message cantrips. For each of these that you already know, you can replace them with another Wizard cantrip. When you cast these cantrips, they gain the following benefits: * **Mastered Message** You can cast the Message cantrip as a Bonus action, and you do not require Vocal, Somatic, or Material components to cast it. The Message cantrip can relay a psychic message instead of a whispered message and the target can reply by thinking. The spell ignores magical silence and physical barriers when cast as a psychic message. * **Mastered Resistance** Resistance becomes a wizard cantrip for you. You can cast the Resistance cantrip as a Bonus action and you do not require Vocal or Somatic components to cast it. The range of Resistance become 10ft. \pagebreak * **Mastered Guidance** Guidance becomes a wizard cantrip for you. You can cast the Guidance cantrip as a Bonus action and you do not require Vocal or Somatic components to cast it. The range of Guidance become 10ft. * **Mastered Mending** You do not require Vocal, Somatic, or Material components to cast the Mending cantrip. When targeting a receptacle for writing or information, such as a book, tome, scroll, tablet, or other documents, it takes 1 action to cast and completely restores all physical damage to the targeted item. This will also restore any non-magical writing or drawing that was rendered illegible so long as it is still present and recognizable, but any writing or drawing that was permanently lost cannot be restored. If the entirety of the target does not fit within a 10ft cube, the Mending spell instead takes effect as normal (you still only target 1 object at a time). ### Archetypal Hermeneutics At 14th level you have learned to use Hermeneutical Archetypes - characteristic framing devices through which magic is understood in particular ways. Choose two of the following features (you can change one of your selections when you take a long rest): * **Archetype of the Logician** As a reaction when a creature you can see enters, exits, or moves at least 5ft within your attack range, you can cast a wizard cantrip against that creature. The cantrip does not have to exclusively target that creature. * **Archetype of the Magus** When you cast a spell, you can substitute all damage caused by the spell with any other type of damage, including Force or Psychic type damage. If the spell lists two or more types of damage, you can instead choose to substitute one or more of the damage types (you can select both). * **Archetype of the Oracle** If you use your Cast a Spell action to cast a cantrip, or take an action other than the Attack action, you can cast a wizard cantrip with your Bonus action. * **Archetype of the Philosopher** When you cast a spell that requires a saving throw, you can make an Intelligence (Arcana) check with a DC of 12 + double the spell's level. Upon meeting or exceeding the DC, you can change the saving throw from one ability score to another of your choice. * **Archetype of the Prophet** When a target succeeds on a saving throw against your wizard cantrip, you can choose whether the target takes half the cantrip's damage or if it suffers the additional effects of the cantrip but takes no damage. Once per short rest, you can use this feature with a wizard spell of 1st level or higher. * **Archetype of the Sage** Whenever you can see or are otherwise aware of the casting of a spell or presence of a magical effect, you can make an Intelligence (Arcana) check to learn the properties of the spell or magical effect, including all of its effects, school of magic, spell level, and the level of the spell slot used, as applicable. The DC of the Intelligence (Arcana) check is 11 + the spell level, or 10 if there is no spell level. * **Archetype of the Scholar** As an action, you can you can replace one spell you have prepared with another spell in your spellbook. If the spell you prepare in this way is of a higher level than the spell you replaced, you must make an Intelligence (Arcana) check with a DC of 12 + double the level of the spell you prepare in this way. Upon meeting or exceeding the DC, you successfully prepare the spell.