Arcane Tradition: Discovery

Some wizards would rather experience the untold wonders of the world than rot away in a dusty laboratory. Many work to uncover ancient lore, seeking to shed light on the arcane mathematics that govern reality. Others tirelessly document the creatures, cultures, and magical phenomena they encounter in their travels.

Though their inclinations are broad, these wizards are united by their curiosity, their wealth of knowledge, and the wide range of practical skills they've developed.

Ready For Anything Beginning when you pick this school at 2nd level, you can use a bonus action to exchange a spell you have prepared for another spell in your spellbook of the same school of magic. Once you use this feature, you can't use it again until you finish a short or long rest.

Magical Scavenger At 2nd level, you learn to craft arcane foci, component pouches, material components for spells, and spellbook pages and inks out of mundane materials such as bark, glass, and charcoal. You craft them at a rate of 25gp per day of downtime, or 5gp if you spend 1 hour during a long rest. They have no materials cost.

Arcane Awareness By 6th level, examining the magical forces that surround you has become second nature. You can cast the detect magic spell without expending a spell slot.

Jack of All Trades Keen memory, sharp mind, and a small pinch of magic allow you to prevail no matter the situation. At 6th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Survival Instinct At 10th level, when you are subjected to a saving throw, you can use your reaction to expend a spell slot and grant yourself a bonus to the save equal to the slot's level. You may do so after you make the roll, but before you see if you succeeded or failed.