At 2nd level, a wizard gains the Arcane Tradition feature. Here is a new option for that feature: the School of Trade and Craft.

School of Trade and Craft

The School of Trade and Craft focuses on the application of magic in everyday life. Despite being looked down upon by students of other arcane traditions, these wizards pride themselves in their work and research. As a member of this school, you aim to facilitate the lives of those around you, and maybe strike a profit in the process. Followers of this tradition often work in construction and trade, store management or craft guilds.

School of Trade and Craft Features Wizard Level Feature 2nd Trade Savant, Arcane Proficiency, Improved Mending 6th Focused Control 10th Mass Fabrication 14th Transport Matter

Trade Savant Beginning when you select this school at 2nd level, the gold you must spend to copy a spell into your spellbook is halved. Additionally, when you make an ability check to estimate the value of an object, you are considered proficient in the skill you are using and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Arcane Proficiency When you choose this school at 2nd level, you gain the ability to magically enhance your handicraft. As an action, you can choose one skill or tool and expend a spell slot of 1st level or higher. For 1 hour, you have proficiency with the chosen skill or tool. When you expend a spell slot of 2nd level or higher, the duration of this feature increases by 1 hour for each slot above the 1st.

Improved Mending Also at 2nd level, you learn the mending cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast mending, you can mend a break or tear up to 5 feet in any dimension.

Focused Control Starting at 6th level, you have mastered the manipulation of objects. When you cast a spell that targets an object, with a duration of 1 minute or longer, you can use your action on subsequent turns to extend the spell’s duration by one round.

Mass Fabrication At 10th level, you add the fabricate spell to your spellbook, if it is not there already. When you cast fabricate using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell slot used to cast fabricate.