Wizard Talents: Elective Studies | Homebrew Directory
Air Lift
Prerequisites: The ability to cast incite air
You can use your spellcasting ability modifier for Incite Air to calculate your jump distance. Additionally, if you know feather fall, you can use your Reaction to cast incite air to slow your descent to 60 feet per round for a minute or until you land. During this time, or while you are falling with feather fall or a similar effect, you can move 10 feet horizontally for every 5 feet you descend vertically by using your movement speed.
Case Study
Prerequisites: proficiency in Investigation
By spending 1 minute studying a creature you can see, you can learn one of the following chosen by the GM: One part of the creature's alignment (good/evil or law/chaos, not both), one of the creature's bonds, or one of its flaws. The first time you evoke this trait, you gain advantage on an appropriate ability check against them, OR the creature gets disadvantage on an ability check or saving throw, depending on the circumstance. Once you use this ability on a creature, you cannot do so again until 30 days have passed, after which the GM will give you another part of the previous trait, a new trait, or one that has replaced its old one.
Detect Magic Savant
Prerequisite: Able to cast detect magic
Whenever you cast detect magic, the spell can penetrate most barriers, and it is only blocked by 2 feet of stone, 2 inches of common metal, a 1-inch sheet of lead, or 6 feet of wood or dirt. Additionally, once when you cast the spell, you can cast it at your highest-level you know without spending additional mana. Once you do this, you cannot do so again until you finish a Long Rest.
Free Hand
Prerequisites: The ability to cast mage hand
You ignore the somatic component for mage hand; you control it with your mind, rather than your physical hand, and it can perform somatic components for your spells. If you know unseen servant or can cast it as a ritual, you can give the hand simple commands when you control it, which it continues to perform for the duration or until you command it again.
Eidetic Memory
Prerequisite: Intelligence 13 or higher
Your memory is nearly perfect. You can perfectly recall anything you’ve read or seen in the past month, and have advantage on Intelligence checks made to recall anything older than a month.
Illusion Detective
Prerequisite: Ability to cast at least one illusion spell
You have advantage on Perception checks and Intelligence saving throws made against illusions. When you succeed on an ability check or saving throw to see through an illusion, creatures of your choice within 30 feet of you see through the illusion as well and gain the benefits of succeeding on the ability check or saving throw as well.
Loremaster of Creatures
When you choose this study, choose one creature type: beasts, constructs, dragons, elementals, fey, fiends, giants, oozes, plants, or undead. When you encounter a creature of this type, you automatically know the creature’s CR or level and what the creature is. If it's CR is less than or equal to your level, you gain access to the creature's stat block and learn everything there is to know about it. Otherwise, you have advantage on Intelligence checks to learn information about it.
Loremaster of Travel
You have advantage on Intelligence checks to recall information relating to location-based myths and legends, or the culture, government, populace, or rituals of a settlement. Additionally, as long as a settlement would be found on a general map, you automatically know its name, its population, what it is known for (if anything), and a unique fact about it.
Meticulous Mirage
Prerequisites: The ability to cast minor illusion
You can create both a sound and an image of an object when you cast minor illusion. When you create illusions with other spells or abilities, you can cast minor illusion as a part of the same action.
Path of Frost and Foam
Prerequisites: The ability to cast incite water
You gain a Swim speed equal to your speed plus your spellcasting ability score for incite water (rounded down to the nearest increment of 5). If you know water walk or can cast it as a ritual, as a Bonus Action, you can cast incite water to cause the surface of water or similar liquids to temporarily freeze on contact with your feet, allowing you to move along liquid surfaces for the duration or until you use a bonus action to end the effect.
Persistent Mending
Prerequisite: The ability to cast mending
When you finish a long rest, choose a number of creatures equal to your Spellcasting ability modifier for mending, including yourself. Choose one piece of their equipment to enchant with a persistent mending effect. The chosen item instantly fixes itself if it becomes damaged. If you choose an item from the following list, it also grants an additional benefit. This effect lasts for 12 hours.
Phantasmal Torchlight
Prerequisites: The ability to cast phantasmal lights
When one of your Ghost Lights appear or are moved within 5 feet of a willing creature, you can attune it to that creature's essence, causing it to float near their head, illuminating the area around them and traveling in their space. The Ghost Light remains with that creature until the spell ends, you detach it as a part of the bonus action to control the ghost lights, or the creature moves beyond the range of the spell.
Presto, Prestidigitation!
Prerequisite: The ability to cast prestidigitation
The magic of prestidigitation is always keeping you, your clothes, and your gear sparkling clean. The following effects are added to the list of options you can choose from when you cast prestidigitation.
- You transmute a small piece of string in your hands into a sturdy 30-foot long rope. For the duration, it functions as a regular hempen rope.
- You transmute a coin to become a special lens for the duration. While looking through the coin in this way, a creature gains darkvision to a range of 30 feet if they don't already have it.
- A pebble becomes a sensor that you can use to see through. For the duration as long as the pebble is within the spell's range, you can use an action to see whatever is within 30 feet of the pebble. While seeing through the pebble, you are blinded and deafened with regard to your own senses.
- On a piece of parchment or paper, you can create an exact copy of another piece of parchment or paper, including any writing, drawings, or other markings that appear on the original. The paper does not change size to accommodate any differences in size between the two. The copy you create lasts for the duration, and disappears when the spell ends.
Pyretic Potency
Prerequisites: The ability to cast incite fire
When you create an area of bright light with fire, or use incite fire to increase the area of an existing one, increase the area of bright and dim light by your spellcasting ability score for incite fire (rounded down to the nearest increment of 5). If you know continual flame, incite fire can affect magical flames, you can cast incite fire as a bonus action when using Control Flames or turning a Torch into a Bonfire or vice versa, and you can ignore the material components of continual flame.
Second Thought
Prerequisites: The ability to cast encode thoughts
When a creature fails a saving throw against a spell you cast that deals psychic damage, read or influence its thoughts, or communicate with it directly, you can cast encode thoughts as a part of the same action and force the creature to read the thought strand immediately, after which the spell ends.
Tectonic Slide
Prerequisites: The ability to cast incite earth
You ignore difficult terrain caused by earth, stone, sand, or other similar materials. If you know erupting earth, you can cast incite earth as a bonus action gain a burrow speed equal to half your speed plus half your spellcasting ability score for incite earth (rounded down to the nearest increment of 5) for the duration. You can use this burrow speed through solid rock at half your normal speed.
Thanatologist
Prerequisite: proficiency in Medicine
- By spending 1 minute examining a corpse that has been dead for no longer than one month, you can automatically determine the cause of death which reveals the damage type that killed them, the creature type that killed them (if applicable), and how long ago they died.
- You automatically recognize the tools, hallmarks, and sites of funerary practice. You have advantage on Intelligence checks about these practices, and on any check to perform activities pertaining to them.
Requires 3rd Level
Summa Cum Laude
Prerequisites: 3rd level, Scholarly Excellence feature
Choose a second option from the Scholarly Excellence class feature. You gain the benefits from it.
Requires 7th Level
Arcane Appraisal
Prerequisites: 7th level, Spell Study feature
Choose a second option from the Spell Study class feature. You gain the benefits from it.
