While almost all wizards study in formal schools under the tutelage of a wise master, some wizards reject traditional arcane schooling and strike out into the world to learn by doing. Though their hands-on approach is frowned upon by formal wizarding schools, any archmage worthy of his station will reluctantly recognize that these wizards are the true masters of the simpler, lower magics. <br> ___ ### 3rd Level <br> ##### Cantrip Savant Your unorthodox relationship with arcane magic allows you to you learn fundamental magics not traditionally associated with wizards. When you adopt this focus at 3rd level, you learn one cantrip of your choice from any [[Spellcasting#Spell Lists|spell list]]. The chosen cantrip does not count against your total number of cantrips known. You learn additional cantrips in this way as you gain levels in this class; one each at 6th level, 10th level, and 14th level. <br><br> ##### Self-Taught Your deep understanding of the low magics allows you to add them to your [[Wizard#Spellbook|spellbook]] at a discount. Starting at 3rd level, the time and gold required to copy any spell of a level equal to half your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] or lower into your spellbook is halved. <br> ___ ### 6th Level <br> ##### Make Do Your skill with basic magic is second to none, allowing you to spontaneously cast low-level spells if you wouldn't normally be able to. Beginning at 6th level, you can use your action to cast any 2nd-level spell from your spellbook, using a spell slot of one level lower. The spell must have a casting time of one action. You can cast a spell in this way once, and once you do, the spell slot you expended can't be recovered with your [[Wizard#Arcane Recovery|Arcane Recovery]] feature. You regain use of the expended spell slot, and this feature when you finish a [[Survival Needs#Long Rest|long rest]]. As you gain levels in this class, you can cast more powerful spells with this feature: 3rd-level spells at 10th level, 4th-level spells at 14th level, and finally 5th-level spells at 18th level. <br> ___ ### 10th Level <br> ##### Hardy Magic Learning your magic out in the wild instead of the controlled environment of a formal school has made you hardier than most wizards. Starting at 10th level, when you are forced to make a Constitution saving throw to maintain [[Spellcasting#Concentration|concentration]] on a spell, you can use a reaction to grant yourself a bonus to the roll equal to your Intelligence modifier (minimum of +1). <br> ___ ### 14th Level <br> ##### Arcane Conservation Your understanding of arcane fundamentals allows you to recycle the energy of failed spells. Beginning at 14th level, when you cast a spell of 4th-level or lower and the spell fails, you regain one expended spell slot. The spell slot regained must be a lower level than the spell slot used to cast the failed spell. This feature applies to all spells of 4th-level or lower, even if they are cast with a higher level spell slot. For the purposes of this ability, a failed spell is a spell that imposes no effects and deals no damage to the environment, creatures, or objects when cast. If a creature uses a Legendary Resistance to avoid a spell's effect, it does not count as a failed spell. When you reach 18th level in this class, this ability affects any spell of 5th-level and lower.