Arcane Tradition: School of Charlatanism

by ZeroNove

Search GM Binder Visit User Profile

Arcane Tradition:

School of Charlatanism

The “School of Charlatanism” is a pejorative term that wizards from other schools use to refer to someone who has no formal study but practices wizardly magic, a wizard that has been expulsed from a formal institution of knowledge due to plagiarism accusations, or someone who studies magic to entertain the folks as a magician.

Either way, wizards from the School of Charlatanism are often cleverer that they are given credits to, and are mostly self-educated in their arcane knowledge. These wizards are not bound to strict traditions, being much more adaptative than their peers.

School of Charlatanism features
Wizard Level Feature
2nd Low-level Entertainer, Plagiarism
6th Arcane Inspiration
10th Quick Notes
14th Spark of Creativity

Low-level Entertainer

When you choose this Arcane Tradition at 3rd level, you learn how to use your magic to entertain the common folk as a magician.

You gain proficiency in the Performance skill, and you can use your Intelligence modifier instead of your Charisma modifier for it. In addition, you can perform at cities, villages or other settlements as a magician. You expend one hour outside on those places and a spell slot of any level to gain a quantity of money equal to 10 gp + 5 gp for slot level above 1st.

Plagiarism

Also when you choose this Arcane Tradition at 3rd level, you learn how to "incorporate" other people's ideas and magics into your own arsenal.

You learn a cantrip that isn't in the wizard spell list, and it doesn’t count against the number of cantrips you know. Intelligence is your spellcasting ability modifier for it, and it is a wizard cantrip for you. You learn one additional cantrip outside of the wizard spell list at 10th level, and then again at 17th level. If you later get to change one of these cantrips for a new one, you must choose the new cantrip from outside the wizard spell list.

Additionally, you add to your spellbook one spell from outside the wizard spell list as a note spell. You always have your note spells prepared, and they don't count against the number of spells you can prepare each day. You can cast your note spells a number of times equal to your Intelligence modifier per long rest. Your spellcasting ability modifier for these spells is your Intelligence modifier, and they count as wizard spells for you. When you find a spell of 1st level or higher that is not from the wizard spell list, you can copy it into your spellbook as a new note spell.

You can cast a note spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. Doing so does not consume any use of this feature.

Arcane Inspiration

At 6th level, you become adept at using others' ideas, creations and theories at your own magic, using your note spells to inspire yourself when casting other spells.

When you cast a spell of 1st level or higher, you can choose to make one of the following modifications on it for that casting:

  • If the spell deals damage, you can change its damage type to the damage type of one of your note spells.
  • If the spell requires a saving throw, you can change the saving throw from one ability score to another ability score that is used on a saving throw for at least one of your note spells.

If the spell being cast is a note spell, you can instead choose from any spell you have in your spellbook.

Quick Notes

At 10th level, you learn how to quickly take mental notes on things you judge as good ideas.

When you see a spell being cast or suffer the effects of a spell, you can use your reaction to take mental notes on that spell. The spell must be of a level for which you have spell slots, its level cannot be higher than your Intelligence modifier, and you cannot have it prepared.

When you do so, this spell becomes a note spell for you until you finish a long rest, cast it, or use this feature to take notes on another spell. By using the appropriate amount of time and resources, you can copy a note spell you have through this feature in your spellbook as if you had found the spell.

Spark of Creativity

Starting at 14th level, you start to be able to use your notes on others' ideas to fuel your own creativity.

As a bonus action, you can forgo one of your note spells to gain a spell slot of the same level than the level of the note spell you forwent. When you do so, the note spell disappears from your spellbook by 1 + 1 by each level of the spell you forwent above 5th level long rests. You cannot cast this spell or add it to your spellbook again by any means until this time has passed, and you cannot use this feature again until you recover the spell.

Art by
u/DarkQueenFenrisUlfr
on the subreddit r/DnD.
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.