Universalist

Magic of the book-that’s what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It’s rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.   Among wizards, the school of universal magic is the most bookish. These are the wizards who delve into all things magical, drawing upon the secrets of all schools at once. While their versatility often costs them strength in the short run, they typically overcome it in the end with their sheer options.

Forbidden Schools

1st-Level Wizard (Universalist) Feature   As a universalist, you have no barred spell schools.

Wizardly Quill

1st-Level Wizard (Universalist) Feature   As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:
  • The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
  • The time you must spend to copy a spell into your spell book is halved if you use the quill for the transcription.
  • You can erase anything you write with the quill if you wave the feather over the text as a bonus action, providing the text is within 5 feet of you.
  The quill disappears if you create another one, if you die, or if it leaves your hand.

Quick Scripts

1st-Level Wizard (Universalist) Feature   With your wide focus, you have learned how to make the most of any time or space you have available. Your spells require only half as many pages in your spellbook as normal.   In addition, when you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.

Universal Damage

6th-Level Wizard (Universalist) Feature   When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of a level equal to the spell slot you expend. For example, if you cast magic missile using a 1st-level spell slot, you can use the damage type of any other 1st-level spell you have in your spellbook.   The damage type chosen must be from the same category as the normal damage type of the spell you cast from the list below:   Physical Damage: Bludgeoning, Piercing, Slashing   Elemental Damage: Acid, Cold, Fire, Lightning, Thunder   Rare Damage: Force, Necrotic, Negative Energy, Poison, Positive Energy, Psychic, Radiant

Master Scrivener

10th-Level Wizard (Universalist) Feature   Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.   The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.   You are also adept at crafting spell scrolls. The time you must spend to make such a scroll is halved if you are using your Wizardly Quill.

Universal Learning

14th-Level Wizard (Universalist) Feature   You’ve managed to figure out some of the simpler spells of other methods of spellcasting. Choose one 1st-level, one 2nd-level, and one 3rd-level spell from any arcane spellcaster spell list. These spells are always prepared for you, and don’t count against your maximum number of prepared spells. These spells must all come from the same spell list. You may change the chosen spells when you finish a long rest, and the spells count as Wizard spells for you, but you cannot add them to your spellbook.

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