Wizard Subclass: Arcane Tradition of Primacy
- Daniel Sullivan
- Nov 29, 2024
- 2 min read
Wizards of this school practice changing, negating, and controlling magic itself.
2nd Level
Arcane Sensitive. You add detect magic to your spellbook if you did not already know it.
Arcane Interference. When a creature you can see within 30 ft rolls a d20 as part of casting a spell you can use your reaction to interfere. The d20 roll might be a reroll, an ability check, an attack roll, or any other d20 roll that is caused by or required by the spell. You can roll an additional d20 and choose which result the creature uses.
Arcane Reinforcement. When a creature you can see within 30 ft casts a spell that rolls dice of any other type than a d20 (for example, to determine damage, healing, a number of targets, or a random effect) you can use your reaction to add double your Int bonus (minimum 1) to the result.
You can use Arcane Interference and Arcane Reinforcement, together, a number of times equal to your proficiency bonus before finishing a long rest.
6th Level
Arcane Nullification. When you cast an abjuration spell you treat it as cast at two levels higher than the spell slot you spent to cast it, to a maximum of 9th.
10th Level
Mystic Trick. You ignore the race, class, and similar requirements of magic items, and can cast spells from scrolls regardless of the spell list they’re drawn from.
Potent Spellcasting: When you cast a spell that deals damage or restores hit points you can add your Int bonus to a single die roll of the spell.
14th Level
Practiced Ritualist. When you ritually cast a spell it takes one extra minute rather than ten.
Unraveler. You are immune to most spells. When you are affected by or targeted by a spell that requires an attack roll or allows a saving throw you may make an Intelligence (Arcana) check against a DC of 15 + the level of the spell rather than making a saving throw. If you succeed you are unaffected by the spell. If you fail you are affected as if you had failed the save.