Arcanist’s Education
At 2nd level when you choose this arcane tradition, you
gain proficiency in the Arcana and History skills. Choose
one of those two skills. When making ability checks for the
chosen skill, you add twice your proficiency bonus to the
roll in place of your normal proficiency bonus.
Grimoire Library
Beginning when you select this arcane tradition at 2nd
level, your guild membership allows you to access to its
vast library. Whenever you gain a wizard level, in addition
to the normal spells you learn, you can choose any wizard
spell listed in the Player’s Handbook and copy it into your
spellbook for half the usual price in gold.
Signature Technique
Starting at 2nd level, you know an especially impressive
spellcasting technique that is either distinctive to your
guild or your own method for distinguishing yourself
within it. When you gain this feature, choose one wizard
spell of 1st-level or higher you know that has a casting
time of 1 action, Whenever you use your action to cast the
chosen spell, as a bonus action, you can cause each
creature in a 10-foot cube originating from you to make a
Wisdom saving throw against your wizard spell save DC.
The creatures that fail their saving throws are all charmed
or frightened by you (your choice) until the end of your
next turn.
Whenever you gain a level, you can change the spell you
use for this technique, choosing a new spell of 1st-level or
higher to replace the old one.
Far Reaching
At 6th level, when you cast a spell that has a range of
touch or a range of 5 feet or greater, you can extend the
range of that spell beyond its normal limit. If the spell that
has a range of touch, you make the range of the spell 30
feet. If it has a range of 5 feet or greater, you double the
range of that spell. Once you use this feature, you cannot
use it again until you finish a short or long rest.
Spellpool
At 10th level, when you prepare your spells each day, you
can make use of a spellpool, a magical reservoir of spells -
that can be drawn upon by members of your wizardly
guild or magical academy. To so so you
must purchase a special arcane focus, which
can be of any type you wish, but for which the
cost is 25 gp higher than normal. This arcane
focus allows you (and only you) to access the
spellpool from any distance.
When accessing the spellpool, you attempt to
prepare a spell that is not in your spellbook. To do
so, you must use an action to check to see if the spell is
available by making rolling percentile dice. The chance
of a particular spell being available is 65% minus 5% per
level of the spell. If the spell is available, you may prepare
it normally, even if it is not in your spellbook; if not, you
cannot prepare that particular spell using this feature
until the next time you finish a long rest, at which point
you must check for this spell's availability again. There
is no limit to the number of spells you can check for
availability, but the maximum number of spells you
can prepare with this feature at one time is equal to
your proficiency bonus. For each spell you prepare
with this feature, you must loan out a spell of the same
level or higher from your spellbook to the spellpool. A
spell you loan out is treated as if it were not in your
spellbook at all until the next time you finish a long rest.
Arcane Analysis
Starting at 14th level, you’ve spent so much time
interacting with other mages that you can quickly analyze
situations and bring your past experience to bear on
solving problems. Whenever you make an Intelligence
check that does not include your proficiency bonus (such
as the ability check for counterspell or dispel magic), you
can add half your proficiency bonus, rounded down, to
that roll.
Master Wizard
At 14th level, you are elevated to your guild’s trusted
inner circle of wise, experienced masters. As a master, you
can speak for your order; your order backs you to the
greatest extent possible. You are expected to be careful
about taking stands or making promises that are difficult
for your guild to support, but your fellow members trust
you to know when difficult tasks are necessary.
Many arcane guilds are arranged as hierarchies, with
adepts of greater seniority and status holding important
offices in the organization. High-ranking masters often
have the authority to assign missions to lesser members
and review their activities. Holding an office gives you
significant power to influence your order’s actions, but
requires your time and commitment. Many masters
choose to avoid these responsibilities and prefer to busy
themselves with their own affairs. Whether you agree to
take a position in your order’s leadership or remain a free
agent is up to you.
Every tenday, if you wish to maintain your office, you
must spend 1 day dealing with guild business. (When you
spend downtime, you must spend 1 extra day of downtime
for every 10 downtime days you spend.) If you do so, for
the next ten days, you gain a bonus on all your Charisma
checks with other spellcasters equal to half your
Intelligence modifier (rounded down, minimum 1).
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