Arcane Tutor (5e Subclass)
Arcane Tutor[edit]
Wizard Subclass
Magic is often regarded as a mysterious and hermetic field of knowledge, that only the select few are capable of control. Only the select few with the sharpest minds are capable of controlling its secrets. There are those, however, who reject this notion. Tutors believe that magic can be - and should be - accessible to anyone. Thus, they dedicate themselves to teach and enlighten others, giving them insight on the inner workings of magic, and guiding their skill in order to do so.
- Arcane Lessons
At 2nd level, you can share your knowledge of the arcane with a number of creatures equal to your proficiency bonus, whenever you finish a long rest. You can then choose one of the following effects:
- The chosen creature add your Intelligence modifier as a bonus to any Intelligence (Arcana) check and any Intelligence check made related to magic (such as checks made by spells like counterspell and dispel magic.
- You teach one of your cantrips to that creature.
- You teach one spell that has the Ritual descriptor and the casting time of an action. That creature can cast that spell only as a ritual. The maximum level of the taught ritual equals the creature's Intelligence modifier (minimum of 1), and you must spend a spell slot in order to teach the ritual.
The effects of your lessons are kept for 7 days. When you use this feature, you can't use it again for the next 7 days.
- Tutored Knowledge
Starting at 2nd level, you can pass ahead some of your magical knowledge by sitting with a creature and teaching her. When you finish a long rest, you can transfer spell slots to a number of creatures equal to your Intelligence modifier. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. These spell slots can be distributed to the chosen creatures in any manner you like.
A creature can memorize a number of spells from your prepared list equal to its Intelligence modifier (minimum of 1), and can cast it using the spells transferred to it. When a creature cast the spell, it uses its own Intelligence modifier and proficiency bonus to cast the spell. A creature can't learn a spell whose level is higher than its Intelligence modifier.
The spell slots transferred and spells memorized are lost after 8 hours.
- Sage Advice
At 6th level, you can correct the casting of a spell from one of your disciples. As an action, you can give the advice to a friendly creature who received a spell slot from you within 60 feet.
Until the end of your next turn, if the creature cast the spell, the spell is cast at two levels higher, up to your maximum spell slot level.
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Simple Trick
At 10th level, you can quickly teach basic magic to anyone. When you finish a short rest or a long rest, you can choose one willing creature to learn one of your Cantrips. That creature know how to cast that cantrip until its next rest.
In addition, you add your Intelligence modifier to the damage rolls of your Cantrips. Any creature taught by you also benefit from this bonus.
- Arcane Magister
At 14th level, you can choose up to five creatures of your choice whenever you finish a long rest. Choose a single spell from each level, up to 5th-level. Each creature is able to cast that spell once, without requiring a spell slot. The spell still can't be of a higher level than the creature's Intelligence modifier, but the creature uses your Spell Save DC and Spell Attack Modifier when using this spell.
Back to Main Page → 5e Homebrew → Character Options → Subclasses