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Blackstaff's Tome of Wizardry
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==Guild Wizardry== As the name suggests, this is a more "generalist" wizard archetype, specifically focused on representing a wizard who belongs to an established wizard guild that has a sufficiently formal hierarchy to allow for beneficial studies and social connections. A Guild Wizard gains 3 features at level 2; '''Guild Proficiency''' is simple and straightfoward - they gain Expertise in the Arcana skill. '''Battle Wizard's Grimoire''' can be used Intelligence modifier times per day (recharge on a long rest) to reroll spell damage dice up to the Guild Wizard's Intelligence modifier as a bonus action. Finally, the most complex feature is '''Arcanist's Privileges'''; the Guild Wizard can copy a bonus spell into their spellbook for half price whenever they gain new spells, and they gain a bonus to Charisma checks against other spellcasters equal to half their Intelligence modifier (minimum of 1)... but they are also expected to pay a monthly membership fee of 10 gold pieces and to spend at least 1 day per month in downtime assisting their guild in some way - if they fall behind on these, then they lose the benefits of this feature until they get back in good graces. At 14th level, the Guild Wizard no longer needs to spend this extra downtime or pay this fee, presumably because they're now a bigwig in the guild in some way or just have veteran's privileges. 6th level gives them the benefits of '''Signature Training'''; when the Guild Wizard uses their action to cast a 3rd level or higher spell prepared from their spellbook, they can use a bonus action to cause each creature in a 10ft cube around the Guild Wizard to be forced to pass a Wisdom save (DC = spell save DC) or be either Charmed or Frightened (Guild Wizard's choice) until the end of the Guild Wizard's next turn. This ability can be used once, and then recharges the next time that the the Guild Wizard makes an ability check for initiative. 10th level provides the Guild Wizard with its most complex feature; '''Spellpool'''. In short, as part of preparing their spells for the day, the Guild Wizard can perform a 1 minute ritual to attune a spellcasting focus to their guild's spellpool; they can have multiple "treated" foci at a time, but such a focus only works for the wizard who prepared it in the first place. Once they have an attuned focus, they can attempt to borrow spells from the spellpool, which requires an Arcana check (DC 20 + spell's level, +5 if the spell isn't on the Wizard's spell list) - this is made with Disadvantage if attempted on a plane where their guild doesn't have any local institutions! If successful, the wizard "trades" a spell of the same level or higher (which is placed into the spellpool in payment, which means that the Guild Wizard can't prepare that spell themselves) and adds that chosen spell to their spellbook, allowing them to prepare it for that day's assortment of spells - the next time that they take a long rest, the "borrowed" spell returns to its original owner and the traded spell given as payment comes back. There's no limit to how many spells a Guild Wizard can trade for at a time, but a separate Arcana check (and "payment" spell) is required for each one. Finally, at level 14, they attain the coveted title of '''Master of Wizardy'''; when targeted by a "half-damage on successful save" spell, the Guild Wizard can use their Reaction to spend a 1st level or higher spell slot as part of their saving throw to completely nullify any damage they take - ''if'' they pass the save, that is! If the incoming spell was 5th level or lower, and the Guild Wizard successfully saves, they can bounce the spell right back at its original caster as part of the same Reaction. This feature can only be used once per day.
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