Wayward Arcanist (5e Subclass)
Wayward Arcanist[edit]
The Wayward Arcanist tradition is embraced by wizards who pursue the arcane arts in unconventional and unorthodox ways, eschewing formal education and structured learning. These wizards have an insatiable thirst for knowledge but choose to explore and experiment with magic through their own spontaneous methods. By disregarding traditional constraints, Wayward Arcanists push the boundaries of what magic can achieve.
- Arcane Intuition
Starting at 2nd level, if you have witnessed the casting of a wizard spell from the wizard spell list within the past 30 days, and it is a spell of a level you can prepare, you can add it to your spellbook.
If you add a spell this way, the cost in gold and time required to copy the spell into your spellbook is doubled.
- Resistant Wizardry
At 2nd level, When you take damage, you have the ability to reduce the amount of damage inflicted upon you. If the damage is caused by a spell, it is reduced by an amount equal to your Intelligence modifier. For non-spell damage, it is reduced by half your Intelligence modifier, rounded down (minimum of 1).
The number of times you can use this feature is equal to your proficiency bonus.
- Designed Incantation
Upon reaching 6th level, choose two wizard spells from your spellbook that have a casting time of 1 action and a combined level of at most 4. These become your personalized spells. When you have both of these spells prepared, you can spend an action and a 3rd-level spell slot or higher to cast both of your personalized spells simultaneously (you can determine the order in which they take effect). If you use a spell slot of a higher level to cast your personalized spells, you can choose to upcast one of the spells. If both spells require concentration, they share the same concentration and duration as the shorter spell duration.
Once you have used this feature, you must finish a long rest before you can cast them in this way again.
- Improper Components
Starting at 10th level, when you cast a spell that requires material components with a gold value the cost of the material components is halved for each level by which you upcast the spell.
- Overexerted Mind
At 14th level, when you cast a spell that requires concentration you cannot fail concentration checks for the duration of the spell until you dismiss it, or until you cast another spell that requires concentration. Each time you use this feature, you gain one level of exhaustion. You can only remove a level of exhaustion gained in this way by completing a long rest.
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