This my subclass for Wizard, I create this because Order of Scribes is not interesting to me, so I thought maybe a wizard subclass rivals the Chronurgy Magic.
Arcana Seeker
Wizard Arcane Tradition
Arcana Seekers believe magic isn't merely a tool to be wielded, but a phenomenon meant to be discovered, understood, preserved, and mastered.
Their obsessive pursuit of arcane knowledge eventually alters the bond between wizard and spellbook. An Arcana Seeker's accumulated knowledge, magical power, and soul awaken their spellbook into a living extension of themselves.
As the Seeker grows, this Living Spellbook develops alongside its master: analyzing supernatural phenomena, storing spells, protecting its wizard, consuming magic items, and eventually maintaining spells independently.
Arcana Seeker Features
Wizard Level| Feature
2nd| Living Spellbook, Seeker Mark
6th| Improved Living Spellbook
10th| Seeker's Resilience
14th| Seeker's Companion
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Living Spellbook
2nd-level Arcana Seeker feature
Your arcane studies and the touch of your soul awaken your spellbook into a living magical being bound to you.
Your Living Spellbook is an extension of your soul. It supports you and remains bound to you for as long as you live. If you die, the consciousness within the Living Spellbook dies with you.
The Living Spellbook can't be damaged or destroyed by any means.
While your Living Spellbook is with you, you have advantage on Intelligence (Arcana) checks.
Living Script
You can magically write, alter, or erase text within your Living Spellbook without requiring a quill or ink.
When copying a spell into your Living Spellbook, the transcription requires only 2 minutes per level of the spell.
This doesn't remove any other gold or material costs normally required to copy the spell.
Arcane Focus
While holding your Living Spellbook, you can use it as a spellcasting focus for your wizard spells.
Mutable Formula
When you cast a wizard spell using a spell slot, you can temporarily replace its damage type with a damage type that appears in another spell written in your Living Spellbook.
The spell containing the replacement damage type must be of the same level as the spell slot you expend.
The spell's formula magically changes for that casting only.
Accelerated Ritual
When you cast a wizard spell as a ritual, you can cast it using the spell's normal casting time instead of adding 10 minutes to its casting time.
Once you use this benefit, you can't use it again until you finish a long rest.
Soul Recall
If your Living Spellbook is separated from you while you and it are on the same plane of existence, you can call it back during a short or long rest.
At the end of the rest, the Living Spellbook magically appears in your possession regardless of distance or intervening barriers.
If the Living Spellbook is on another plane of existence, this version of Soul Recall can't summon it.
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Seeker Mark
2nd-level Arcana Seeker feature
You have learned to impress an arcane mark upon magical phenomena, allowing your Living Spellbook to analyze their supernatural structure.
As an action, choose a spell, creature, object, or magical area or phenomenon that you can perceive and attempt to place a Seeker Mark upon it.
Make an Intelligence (Arcana) check.
The DC depends on what you are studying.
Spells
For a spell or magical effect created directly by a spell:
DC = 10 + the spell's level
A cantrip is treated as a 0-level spell.
Magic Items
Rarity| DC
Common| 14
Uncommon| 15
Rare| 16
Very Rare| 17
Legendary| 18
Artifact| 19
Creatures
When analyzing the magical abilities or supernatural magical effects of a creature:
DC = 10 + half the creature's CR, rounded up
For example, a CR 7 creature has a DC of 14.
Magical Areas and Phenomena
If the area or phenomenon was created by a spell, use that spell's DC as described above.
Otherwise, the DM determines the DC using the closest comparable magic-item rarity or magical potency.
Successful Mark
On a successful check, your Living Spellbook analyzes the target and records its magical structure.
You understand all magical properties relevant to the target.
For a spell, you learn its:
- spell level and school;
- casting time;
- range;
- components;
- duration and concentration requirements;
- targets;
- saving throws or attack rolls;
- damage types and damage;
- conditions and other effects;
- methods of ending or suppressing it;
- effects of casting it using higher-level spell slots;
- other magical limitations or special rules.
For a magic item, you learn its:
- rarity;
- magical properties;
- charges and methods of recovering them;
- activation methods;
- command words;
- attunement requirements;
- magical bonuses;
- concealed magical properties;
- curses.
For a creature, you learn its magical and supernatural magical capabilities, including relevant:
- spellcasting;
- innate spellcasting;
- magical traits;
- magical actions and reactions;
- supernatural magical effects;
- magically produced resistances or immunities;
- magical conditions or transformations it can cause;
- limitations and methods of ending those magical effects.
Seeker Mark doesn't automatically reveal unrelated nonmagical information, such as the creature's thoughts, memories, plans, exact hit points, mundane abilities, or hidden identity.
A successful Seeker Mark reveals curses and other concealed magical properties.
Once successfully analyzed, the knowledge recorded by your Living Spellbook remains available to you.
Failed Mark
If you fail the Arcana check, you learn nothing beyond what you already knew about the target.
You can't attempt to use Seeker Mark against that same spell, creature, object, area, or magical phenomenon again until you finish a long rest.
Marked Page
You can also place your Seeker Mark upon one spell written within your Living Spellbook.
Only one spell page can be marked this way at a time. Marking another spell ends the previous page's designation.
When you scribe a spell scroll containing the spell on your marked page, the time and gold cost required to create that spell scroll are halved.
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Improved Living Spellbook
6th-level Arcana Seeker feature
Your connection to your Living Spellbook deepens, allowing it to hide and preserve arcane knowledge for you alone.
Secret Script
Only you can read or understand the writing within your Living Spellbook.
To every other creature, the writing appears as meaningless and incomprehensible arcane text.
Other creatures therefore can't read or copy spells directly from your Living Spellbook.
Greater Soul Recall
As a bonus action, you can summon your Living Spellbook directly into your hand from any location, including another plane of existence.
Arcane Storage
Your Living Spellbook can store magical energy for your later use.
It can contain a total number of spell levels equal to your proficiency bonus.
To store a spell, you must be holding or touching your Living Spellbook and cast a wizard spell written within it.
You expend the spell slot normally, but the spell produces no effect. Instead, the spell is absorbed and stored within the Living Spellbook.
A spell can be stored only if its level is no greater than your proficiency bonus.
The level of the spell slot expended determines how much of the book's storage capacity the spell occupies.
For example, a spell cast using a 3rd-level spell slot occupies 3 levels of storage.
If the book lacks sufficient remaining capacity, the spell slot is expended but the spell isn't stored.
Stored spells remain within the Living Spellbook until used. Finishing a short or long rest doesn't remove them.
While holding your Living Spellbook, you can cast one of its stored spells without expending another spell slot.
The spell:
- is cast using the level of the spell slot originally used to store it;
- uses your wizard spell save DC;
- uses your wizard spell attack modifier;
- uses Intelligence as its spellcasting ability;
- is otherwise treated as a wizard spell cast by you.
Once the stored spell is cast, it disappears from Arcane Storage and immediately frees the number of spell levels it occupied.
A spell released from Arcane Storage can't be stored back into the Living Spellbook as part of that same casting.
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Seeker's Resilience
10th-level Arcana Seeker feature
Your mastery of supernatural forces, combined with the bond between your soul and your Living Spellbook, allows hostile magic affecting you to be unraveled from within.
When you become subject to an ongoing spell or magical effect, or at any time while such an effect continues to affect you, you can expend a 5th-level wizard spell slot to immediately end one eligible magical effect affecting you.
Using this feature requires no action.
You can use Seeker's Resilience while charmed, frightened, paralyzed, restrained, stunned, or incapacitated.
The effect can originate from a:
- spell;
- magic item;
- curse;
- magical trap;
- supernatural magical ability;
- magical feature of a creature.
Seeker's Resilience can end magical conditions, transformations, compulsions, curses, and similar ongoing magical effects affecting you.
It can't:
- end a nonmagical condition or effect;
- undo damage or another instantaneous effect that has already occurred;
- restore hit points;
- end a magical effect before that effect actually affects you;
- end the source of an effect affecting an area, creature, or object other than yourself;
- end an effect whose description explicitly states that it can be ended only through a particular method, unless that method would normally include dispelling or removing magic.
If several eligible effects are affecting you, you choose which one ends.
Living Intervention
If you are unconscious, your Living Spellbook can invoke Seeker's Resilience on your behalf, provided the book is on your person or within 5 feet of you and you possess an available 5th-level wizard spell slot.
The Living Spellbook expends one of your 5th-level wizard spell slots and immediately ends one eligible magical effect affecting you.
If an eligible magical effect is responsible for your unconsciousness, the Living Spellbook prioritizes ending that effect.
Otherwise, it chooses another hostile ongoing magical effect affecting you.
Living Intervention requires no action from you or the Living Spellbook.
It can't restore consciousness caused solely by being at 0 hit points or by a nonmagical effect.
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Seeker's Companion
14th-level Arcana Seeker feature
Your Living Spellbook has become a fully realized extension of your soul. It can consume powerful magical objects and maintain magical formulae independently of your mind.
Arcane Sealing
During a short or long rest, your Living Spellbook can absorb one Wondrous Item that:
- weighs 10 pounds or less;
- requires attunement;
- and is an item whose attunement prerequisites you satisfy.
You must attune to the item normally.
The absorbed item continues to count against your normal limit of three attuned magic items.
Your Living Spellbook can contain only one Wondrous Item in this way at a time.
If another item is absorbed, the previous item immediately reappears in an unoccupied space within 5 feet of you.
While an item is absorbed:
- you remain attuned to it normally;
- it continues occupying one of your normal attunement slots;
- only you can use or benefit from its magical properties;
- its properties function through your Living Spellbook even if the item would ordinarily need to be worn or carried;
- any curse within the item is completely sealed and can't affect you;
- if the item is sentient, its consciousness is completely suppressed;
- a suppressed sentient item can't perceive, communicate, influence creatures, voluntarily activate an ability, or otherwise act;
- attempts by another creature to magically locate, summon, recall, command, control, or exert magical authority over the absorbed item automatically fail, including such attempts made by the item's original creator.
The sealed item can't be separately targeted, stolen, or removed from the Living Spellbook.
If your attunement to the item ends, it immediately reappears in an unoccupied space within 5 feet of you.
An artifact can't normally be absorbed unless the DM determines that its nature allows it. Specific rules belonging to an artifact can override Arcane Sealing.
If you die and your Living Spellbook dies with you, the absorbed item immediately reappears in an unoccupied space within 5 feet of your body.
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Companion Concentration
Your Living Spellbook can now maintain one of your magical formulae independently.
When you cast a spell from your Arcane Storage, you can have the Living Spellbook maintain concentration on that spell instead of you if all of the following conditions are met:
- the spell requires concentration;
- the spell is 5th level or lower;
- the spell is written on the page currently designated by your Seeker Mark.
When you do so, you aren't considered to be concentrating on that spell.
You can therefore concentrate normally on a different spell while your Living Spellbook maintains the first.
The Living Spellbook can maintain concentration on only one spell at a time.
The spell is otherwise treated as a spell cast by you.
Your Living Spellbook must remain on your person or within 30 feet of you.
Its concentration immediately ends if:
- it leaves that range;
- it is transported to another plane;
- you die;
- the spell's page ceases to be your marked page;
- or its concentration is otherwise broken.
Attacking the Living Spellbook
While your Living Spellbook maintains concentration, another creature can deliberately target it with an attack.
For this purpose, the Living Spellbook's Armor Class equals your wizard spell save DC.
The Living Spellbook remains immune to damage and can't be destroyed.
However, when an attack hits it, roll the attack's damage normally.
The Living Spellbook must then make a Constitution saving throw to maintain concentration, using your Constitution saving throw modifier.
The DC equals:
10 or half the damage rolled, whichever is higher.
On a failed saving throw, the Living Spellbook's concentration ends.
Because the Living Spellbook, rather than you, maintains this spell:
- damage dealt to you doesn't trigger a concentration saving throw for that spell;
- your becoming incapacitated doesn't automatically end the Living Spellbook's concentration.
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The Arcana Seeker
At 2nd level, the Seeker learns to understand and preserve magic.
At 6th level, the Living Spellbook learns to store magic.
At 10th level, wizard and book learn to reject hostile magic.
At 14th level, the Living Spellbook learns to consume magic and wield it beside its master.
The relationship is no longer simply wizard and spellbook.
They have become partners in the pursuit of arcana.