Grod_The_Giant
2018-11-01, 11:38 AM
Arcane Savant
Arcane Savants are the most academic of mages, focusing on understanding the underlying fundamentals of magic. Followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it.
Magical Intuition: Beginning at 2nd level, you may add twice your Proficiency bonus to Arcana checks.
In addition, once each per short rest, you may cast Detect Magic and Identify without expending a spell slot. You also do not need to provide any somatic, verbal, or material components. Each spell may be cast once per short rest.
Mystic Rediscovery: As part of your quest to understand the essence of magic, you've mastered spells outside the range of conventional arcane magic. At 2nd level, and again at 6th and 14th level, you may choose two new spells from any class (other than Wizard-exclusive spells like Find Familiar*), of any level you can cast, and either learn them (in the case of cantrips) or add them to your spellbook. The chosen spells count as Wizard spells for you, and are gained in addition to the usual two Wizard spells you learn when gaining a new level.
Magical Analysis: Beginning at 6th level, you can automatically identify the school of any magical effect you see, as well as its level (if relevant).
Flexible Mind: Beginning at 10th level, you can replace one spell you have prepared with another spell from your spellbook as a bonus action. You can't use this feature again until you finish a short or long rest.
Arcane Sight: Beginning at 14th level, you are considered to be permanently under the effects of a Detect Magic spell, with no concentration required, and no action required to see magical auras. If a creature you can see is capable of casting spells, you recognize its power and know the highest level of spell it can cast. As a bonus action, you may see what spells are currently affecting a creature or object, and what their remaining duration is.
1st: Find Familiar (ritual), Grease, Tenser's Floating Disk (ritual), Arcane Lock
2nd: Melf's Acid Arrow, Nystul's Magic Aura, Rope Trick
3rd: Phantom Steed (ritual)
4th: Arcane Eye, Evard's Black Tentacles, Fabricate, Fire Shield, Leomund's Secret Chest, Mordenkainen's Faithful Hound, Otiluke's Resilient Sphere, Phantasmal Killer
5th: Bigby's Hand, Passwall, Rary's Telepathic Bond (ritual), Wall of Force
6th: Chain Lightning, Contingency, Drawmij's Instant Summons (ritual), Magic Jar, Otilike's Freezing Sphere, Wall of Ice
7th: Mordenkainen's Sword, Sequester, Simulacrum
8th: Clone, Maze, Telepathy
9th: Prismatic Wall, Weird
Arcane Savants are the most academic of mages, focusing on understanding the underlying fundamentals of magic. Followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it.
Magical Intuition: Beginning at 2nd level, you may add twice your Proficiency bonus to Arcana checks.
In addition, once each per short rest, you may cast Detect Magic and Identify without expending a spell slot. You also do not need to provide any somatic, verbal, or material components. Each spell may be cast once per short rest.
Mystic Rediscovery: As part of your quest to understand the essence of magic, you've mastered spells outside the range of conventional arcane magic. At 2nd level, and again at 6th and 14th level, you may choose two new spells from any class (other than Wizard-exclusive spells like Find Familiar*), of any level you can cast, and either learn them (in the case of cantrips) or add them to your spellbook. The chosen spells count as Wizard spells for you, and are gained in addition to the usual two Wizard spells you learn when gaining a new level.
Magical Analysis: Beginning at 6th level, you can automatically identify the school of any magical effect you see, as well as its level (if relevant).
Flexible Mind: Beginning at 10th level, you can replace one spell you have prepared with another spell from your spellbook as a bonus action. You can't use this feature again until you finish a short or long rest.
Arcane Sight: Beginning at 14th level, you are considered to be permanently under the effects of a Detect Magic spell, with no concentration required, and no action required to see magical auras. If a creature you can see is capable of casting spells, you recognize its power and know the highest level of spell it can cast. As a bonus action, you may see what spells are currently affecting a creature or object, and what their remaining duration is.
1st: Find Familiar (ritual), Grease, Tenser's Floating Disk (ritual), Arcane Lock
2nd: Melf's Acid Arrow, Nystul's Magic Aura, Rope Trick
3rd: Phantom Steed (ritual)
4th: Arcane Eye, Evard's Black Tentacles, Fabricate, Fire Shield, Leomund's Secret Chest, Mordenkainen's Faithful Hound, Otiluke's Resilient Sphere, Phantasmal Killer
5th: Bigby's Hand, Passwall, Rary's Telepathic Bond (ritual), Wall of Force
6th: Chain Lightning, Contingency, Drawmij's Instant Summons (ritual), Magic Jar, Otilike's Freezing Sphere, Wall of Ice
7th: Mordenkainen's Sword, Sequester, Simulacrum
8th: Clone, Maze, Telepathy
9th: Prismatic Wall, Weird