Arcane Tradition: Spell Scholar
Most wizards are content with simply learning how to wield a spell, but for a Spell Scholar, that is only where the learning begins. Spell Scholars seek the key elements that make a spell tick, and by learning those features, they are able to modify any spell they cast. However, a Spell Scholar is at heart a creative mind seeking to design their own spells, which they may one day teach to the world.
Shape Spell
When you choose this archetype at 2nd level you have unlocked the understanding needed to create your own spells. You may add two custom spells to your spell book. You may add additional custom spells as you level up, but you may never have more of them in your spellbook that your Wizard level.
Last Minute Alterations
Also at 2nd level you are able to shift spells in minor ways. You have a pool of Alteration points equal to your Proficiency bonus + your Intelligence modifier and regain all expended uses when you complete a long rest.
Any time you cast a spell you may expend any number of Alteration points to modify your spell. Choose any number of options from the table below. You may select most options more than once by spending additional points.
| Point Cost | Alteration |
|---|---|
| 1 | The spell’s damage type becomes Acid, Cold, Fire, Lightning, or Thunder |
| 1 | The spell’s range is increased by 10 feet |
| 1 | The spell loses its Verbal or Somatic component |
| 2 | The spell’s damage type becomes Force, Necrotic, Psychic, or Radiant |
| 2 | You may add your Intelligence modifier to the spell’s damage |
| 3 | The DC of any saving throws made against this spell are 1 higher |
Playing A Spell Scholar
Be sure to talk with your DM about playing this subclass and creating custom spells. While unique spells are cool, evaluating their balance can be difficult. Your DM has final say on any spell you create, even if they need to be changed later.
Encyclopedic Knowledge
At 6th level, between your own brain and the extensive notes contained in your spellbook, your knowledge far surpasses most others. If you spend 10 minutes studying your spellbook, you may add double your proficiency bonus to one Intelligence check you make at the end of those ten minutes.
Unravel
Beginning at 10th level you are deep into studying the way spells connect to the weave, and how you can unravel them. When you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.
Tutelage
At 14th level you are skilled enough that you are able to pass on some of your knowledge to others. You gain a special downtime activity. You may teach any creature that participates in this activity and has a spell slot of the required level one spell from your spell book. Those creatures may learn a spell even if their class normally couldn’t, potentially replacing a different spell. This also allows you to teach creatures custom spells you have created.


Art Credit: Kayla Kosik