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# Wizard: The School of Scrivenation Magic of the book—that’s what many spellcasters call wizardry. The name is apt, given how much time wizards spend poring over their spellbooks, penning theories about the nature of magic, and exploring the farthest recesses of libraries. Among wizards, the School of Scrivenation is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries in tomes and scrolls so that wizardry can flourish. And while every wizard values their spellbook, a wizard in the School of Scrivenation dedicates themself to magically awakening their book, turning it into a trusted companion. At 2nd level, a wizard gains an Arcane Tradition. Here is a option for that feature: The School of Scrivenation v3. ## Scrivener’s Quill *2nd-level School of Scrivenation feature* As a bonus action, you can magically create a quill in your free hand. The magic quill has the following properties: **Ethereal Ink** The Scrivener’s Quill requires no ink. When you write with it, it produces ink in a color of your choice on any surface. The gold and time you must spend to copy a spell into your spellbook or craft a spell scroll are halved if you use your Scrivener’s Quill for the transcription. **Arcane Focus** You may use the Scrivener's Quill as an arcane focus for wizard spells and as a magic dagger. **Extra Pockets** When you attune to nonwearable magic items, you can make them disappear into a pocket dimension and access their abilities through your Scrivener’s Quill. **Awakened Letter** When you use the Scrivener’s Quill to write a message of less than 25 words on a blank sheet of paper, you can take one minute to fold the page into a tiny creature that acts as the *Animal Messenger* spell. Your Scrivener’s Quill disappears if you create another one.
## Spellbook Familiar *2nd-level School of Scrivenation feature* You learn the wizard spells *Find Familiar* and *Mind Sliver*. If you already know these spells you learn another first level spell and a cntrip from the Wizard spell list. When you can cast this spell on your spellbook by drawing arcane symbols with your Scrivener’s Quill, the pages of your spellbook come alive with an arcane sentience. If your spellbook already requires attunement, it now requires an additional attunement slot. When you attune to your Enchanted Spellbook, you remain attuned until you recast *Find Familiar* and you gain the following benefits: **Spellbook Familiar** The pages containing the spell *Find Familiar* leap from your spellbook and fold into the form of your chosen familiar. This creature is a construct with your intelligence and hit points equal to your wizard spell level plus your intelligence modifier. It is vulnerable to fire and acid damage, but the mystic ink on its pages conducts arcane power allowing it to be healed by psychic damage. It can refold itself over the course of one minute into the form of a small or tiny beast altering its abilities to fit its new form. \columnbreak
**Quick Ritual** Once per long rest, when you cast a wizard spell as a ritual with the aid of your Spellbook Familiar, you can use the spell’s normal casting time. **Pocket Spellbook** You are able to summon and dismiss your spellbook to a pocket dimension as though it were your familiar. When your Spellbook Familiar drops to 0 hp or is permanently dismissed, it appears in your hands with the pages for the *Find Familiar* spell restored. **Familiar Spell** If you are not attuned to or in possession of a spellbook, you can use your Scrivener's Quill to copy the spell *Find Familiar* into a new spellbook from memory. When you cast *Find Familiar* on a new spellbook, your familiar’s consciousness is summoned into the new book along with all spells from your previous spellbook. If the previous book still exists, all the spells vanish from its pages. ##### Other Spellbook Materials Spellbooks are made of many materials from the standard leather tomes to binders of engraved steel plates. Your DM will determine what vulnerabilites, if any, your Spellbook Familiar is subject to. ## Unfolding Secrets *6th-level School of Scrivenation feature* Studying with your Spellbook Familiar has provided you with deep knowledge of the workings of the weave and the secrets of spellbooks granting you the following benefits: **Unfolded Spellcasting** When you cast a wizard spell using your Scriviner’s Quill as an arcane focus, you can temporarily replace its damage type with the damage type of another spell in your spellbook, as your Enchanted Spellbook magically alters the spell’s formula for this casting. **Hidden Form** Your Spellbook Familiar can use minor illusion to appear as a normal creature of its form or become invisible until it takes damage. **Arcane Entanglement** Whenever you cast a wizard spell, you can cast it as if you were in your familiar’s space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus.
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\pagebreak ## Master of Letters *10th-level School of Scrivenation feature* Your connection with your Spellbook Familiar has become so powerful you can call on the mind within your spellbook to protect you from harm and expand your power. **Psychic Guardians** You learn a form of the 3rd level spell *Spirit Guardians*. This spell cannot be cast from your Spellbook Familiar's space. When cast, spectral pages fly forth from your Enchanted Spellbook and fold themselves into tiny creatures that flit around you to a distance of 15 feet for a duration of 10 minutes while concentrating on this spell. You can designate any number of creatures you can see to be unaffected by this spell. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage. On a successful save, the creature takes half as much damage. *At Higher Levels.* When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. **Spectral Scrolls** You can also take one minute to trace a spell from your spellbook onto a spectral page with your Scrivener's Quill, creating a spectral spell scroll. The chosen spell must be of 3rd level or lower and must have a casting time of 1 action and must not be *Spirit Guardians*. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. Any person whose name you write on the spectral scroll with your Scriviner’s Quill can cast the stored spell by reading the scroll as an action and it is unintelligible to anyone else. You can make a number of spectral scrolls per day equal to your Intelligence modifier and, when you finish a long rest, you regain all expended uses and unused scrolls evaporate. ## One with the Tome *14th-level School of Scrivenation feature* Your connection to your Spellbook Familiar has become so profound that your soul has become entwined with it. When either you or your Spellbook Familiar drops to 0 hp, the other can choose to take 1d6 psychic damage as a reaction. The fallen regains hit points equal to this damage and both take a -1d6 penalty to intelligence until you finish a long rest. In addition, by tearing a spectral spell scroll as an action you release a burst of arcane energy allowing your Spellbook Familar to unfold and surround you in arcane paper granting you one of the following benefits for 1 hour: **Paper Wings** Enormous paper wings affix to your back giving you a fly speed of 60 ft. When this effect ends, you harmlessly fall as the wings disintegrate into shredded paper. **Paper Claws** Paper enshrouds your arms ending in long claws allowing you to make melee spell attacks for one hour. You deal 1d8+Int. magical slashing per strike and can make 2 attacks as an action. You also have advantage on any climbing checks for the duration. \columnbreak
**Paper Plate Armor** Your AC increases by your intelligence modifier. While in this armor you have disadvantage on stealth checks and dexterity saving throws, but you are immune to lightning damage and resistant to nonmagical damage. **Paper Boots** Long knots of paper surround your legs giving you a speed of 60 ft and doubling your jump distance. As an action, you can make a melee spell attack to kick dealing 1d8+Int. magical bludgeoning damage. You can add your intelligence modifier to acrobatics checks and dash as a bonus action. Only one of these effects can be present at a time as your Spellbook Familiar holds concentration on this effect for you. When you take damage, roll for concentration on this effect as you would for another concentration spell.
### Credits Created by /u/StoneBringer. This subclass was largely modified from the 2020 Unearthed Arcana Wizard Subclass the Order of Scribes. #### Artist Infromation 1. Origami Barn Owl by [Mat Wisby](https://www.flickr.com/photos/wizmatt/22334239139) 2. Pirate Chronicler by [Bob Kehl](http://bobkehl.com/)
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\pagebreak ## Summary ### Features As a Scrivenation Wizard you can create an acrane focus as a bonus action and summon or dismiss your spellbook so long as your Spellbook Familiar exists, meaning you can never be disarmed except in an antimagic field much like an eldritch knight unless your Spellbook Familiar is destroyed. Furthermore, your spells are saved to the cloud, protected in the mind of your Spellbook Familiar meaning you never need to copy spells to a back-up spellbook. Your Spellbook Familiar over time becomes as powerful as the Imp familiar available through the Warlock's pact of the chain and eventually heartier, but less damaging. At 14th level, once per day, you can take or give hitpoints to your Spellbook Familiar when either of you fall unconsious somewhat protecting you from your weakest point. ### Spellcasting At 2nd level, with the help of your Spellbook Familiar, you can cast a ritual spell without adding the ritual time once per day. At 6th level, you can alter the damage type of any spell you cast. This has the flavor of a sorcerer's metamagic abilites. At 10th level, you can make temporary spell scrolls so that you and your friends can cast spells you know without burning spell slots. In total you gain, 1 plus intelligence modifier additional spells of ritual or low level castings without expending spell slots or adding ritual casting time. ### Unique Spells 1. "Animal Messenger" Casting time 1 min. (level 2) 2. A Psychic form of "Spirit Guardians" (level 10) ### Downsides While your Spellbook Familiar is with you, you lose one attunement slot, but without your Spellbook Familiar, you lose access to most of your unique abilities, making you a glass cannon among glass cannons. ### Features available without your SpellBook Familiar 1. Scrivener's Quill 2. Grimiore of Unfolding Secrets: *Unfolded Spellcasting*, if you are still attuned to your Enchanted Spellbook. 3. Master of Letters: if you are still attuned to your Enchanted Spellbook.
## Update Notes ### v2 * Psychic papercut moved from Familiar's action to Wizard's bonus action * Hidden Form separated from psychic papercut ### v3 * Psychic papercut removed from Grimiore of Unfolding Secrets **Psychic Papercut** As a bonus action, you can command your Spellbook Familiar to attack with its reaction. This attack counts as melee spell attack for you dealing 1d6 + Int. slashing damage and the target must make a DC 11 Intelligence saving throw, taking 2d6 psychic damage on a failed save, or half as much damage on a successful one.
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