(The Wizard is always watching...)
Today I'm going to submit another D&D 5E Archetype, specifically one that I was genuinely a little surprised wasn't in the core rulebook. Much as I appreciate the effort to differentiate Wizards by splitting them into schools I've always personally been a fan of the generalist, the student of every school but master of none. Admittedly under 5E being forced to choose a school isn't the potential handicap it used to be due to not suffering any specialisation penalties, but even so I like to have the choice. As a result of this personal preference we have today's offering...
Generalist Arcane Tradition
Though most Wizards concentrate their studies on one school of magic, specialising in its use above all others and learning ways to manipulate magic that are impossible to those outside their tradition. Nevertheless there are some who instead devote themselves to the study of magic in all its forms, attaining a mastery of the arcane arts that few can comprehend, let alone equal.
Simply called Mages or Wizards, the followers of this tradition may be less focussed practitioners than their more specialised brethren, but their breadth of knowledge and magical versatility are strengths in and of themselves.
Student of All, Master of None
Beginning when you select this Tradition at 2nd level, the gold and time you must spend to copy a spell into your spellbook is reduced by 25% (to 90 minutes and 37.5gp per level of the spell).
Arcana Expertise
Beginning at 2nd level your Proficiency bonus is doubled for any ability checks made using the Arcana skill, assuming you are proficient with it.
Arcane Power
Beginning at 6th level you may, when casting a spell, either gain advantage on a magic attack roll, or cause one creature affected by the spell to suffer from disadvantage on their saving throw.
Once you use this feature, you can't use it again until you finish a long or short rest.
Spell Penetration
Starting at 10th level, your spells ignore resistance to the damage of spells. Additionally creatures that gain Advantage on saving throws against spells do not do so against spells that you cast.
Arcane Mastery
Beginning at 14th level, when you cast a spell that requires you to make an ability check as part of casting that spell (as in Counterspell and Telekinesis), you add your proficiency bonus to that ability check.
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I think this Archetype is pretty well balanced, with their abilities focussing on augmenting the Wizard's knowledge and spellcasting instead of granting benefits based on a specific school. As usual if anyone gives this a try I'd love to know what you think, though in all honesty I'm very likely to give it a whirl myself due to my love of Wizards (which, as we know, are the best Arcane spellcasting class).
Until Next Time
Happy Gaming
Michael
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