School of Discovery (5e Subclass)
School of Discovery[edit]
Wizard Subclass
The school of discovery is unique among wizard schools in that spells are not taught in the traditional manner. Spell components and ideas are freely shared, but all spells must be created and tested by the wizard themselves. Adherents to this philosophy are driven to push the boundaries of magic, to discover new applications and even entirely new spells. It is not unheard of for these magical explorers to either rise to fame or disappear entirely, probably due to an unintended spell effect.
- Spell Experimentation
Beginning when you select this school at 2nd level, all new spells learned, except for those transcribed from spell scrolls, tomes, grimoire etc, must be tested before they can be safely used. When the spell is cast make an intelligence check plus proficiency (DC 10 + spell slot level). On a pass the spell is successfully learned, on a failure the spell is still not learned, and you must try again. When testing a spell it is treated like the spell is actually cast, the appropriate spell slot and components, if needed, are expended, regardless of success or failure. Copying a known spell, ie from a spell scroll, or tome, that could otherwise be learned, meaning it is of an appropriate spell level and is on a your spell list, can be copied into your grimoire without spending the material cost.
- Spell Scribe Savant
At 2nd level, when crafting spell scrolls the production rate is considered to be 250 gp worth of labor in an 8 hour, "all day", work period. You can use any spell scroll, regardless of which class spell list the scroll is for.
- Spell Secrets
At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies. When you cast a spell and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it. When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. You can do this up to half your wizard level number of times, you can’t do so again until you finish a long rest.
- Emergency Transposition
Starting at 6th level, you can use your reaction to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. You can use this feature equal to your spell casting modifier. You regain all uses after a long rest.
- Expert Spell Experimentation
Starting at 10th level, you can add double your proficiency modifier to ability checks to test a new spell. On a success you regain the expended spell slot.
- Expert Spell Secrets
At 10th level, when casting a spell and you roll a critical success on the spell attack, take a free usage of the spell secrets feature. If the spell has a save, and the target(s) roll a critical failure, take a free usage of the spell secrets feature.
- Master of Magic
At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends. You can’t use this feature again until you finish a long rest
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