Arcane Master

## Listerra Homebrew

Having mastered the arts of the arcane, Arcane Masters cast spells at a more potent level. Having studied for many years, these mages can make the most out of a spell, lending themselves and their allies an advantage in the blink of an eye.

## Features

### Arcane Points

Starting at 2nd level, you gain access to Arcane points. The amount of Arcane Points you get is equal to half your wizard level (rounded up). These points can be used to add the following effects:

* ***Expeditious Spellcasting.*** You may spend Arcane Points equal to half the spell's level (rounded down, minimum of one) to cast an action spell as a bonus action.
* ***Arcane Blast***. Your grasp over the arcane allows you to release a powerful blast of pure magic. As an action, you may spend 2 Arcane Points to deal 2d8 force damage in a 15-foot radius centered on you. Creatures within range must pass a Constitution save against your spell save DC, taking half damage on a success. If creatures within 10 feet of you fail, they are pushed to 15 feet away from you. You may add more Arcane Points to increase the damage, each point increases it by 2d8. (You may find the spell block in your cantrips list)
* ***Arcane Rush.*** You expend all your remaining Arcane Points to regain spell slots. The amount of spell slots you can regain does not exceed your maximum slots. The spell slots can have a combined level that is equal to or less than the amount of mastery points expended, and none of the slots can be of 6th level or higher.

For example, if you had 3 Arcane Points remaining, you'd be able to get three 1st level spell slots, or one 1st level and 2nd level.

You regain Arcane Points every long rest, or you could use Arcane Recovery to regain them on a short rest.

### Spell Adept

When you select this tradition at 2nd level, you may choose a spell from your spell book to become adept at. The spell is always prepared and doesn't count against your number of prepared spells. You can only choose spells of 5th level or lower. Spells you choose are improved in some way. You may choose another spell to become adept at at the 6th, 10th, 14th, and 18th levels.

Additionally, when you gain the Signature Spells feature at level 20, the spells you choose can be of 4th level or lower.

> Note: Will have to go through spell list and come up with a balanced improvement for each spell. Currently, it is up to GM's discretion.
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### Arcane Potency

Starting at 6th level, when you cast a spell, you may choose to double your intelligence modifier for that spell. You can choose to use this feature after you cast the spell, but not after the DM determines whether the attack roll succeeds or if the creature fails its saving throw.

You can use this feature a number of times equal to half your Intelligence modifier (minimum of once) per day. You regain all expended uses when you finish a long rest.

### Arcane Knowledge

Starting at 10th level, when you successfully counter a spell with *counterspell*, you can choose to copy the spell, allowing you to cast it at the level it was cast on your next turn. You can copy a spell only if it is of a Spell Level you can cast. You add the *counterspell* spell to your spellbook if it is not already there.

You can use this feature an amount of times equal to your intelligence modifier per day. You regain all expended uses when you finish a long rest.

### Arcane Will

Starting at 14th level, when you cast a concentration spell, you may choose to not lose concentration on it whenever you cast another concentration spell (maximum of 3). Additionally, when you're concentrating on a spell and you're hit by an attack, you may expend a use of this feature to automatically succeed on the concentration save.

DC of when you get damaged while concentrating on more than one spell is *8 + the spells' levels combined + half the damage taken*.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.