While many wizards focus on the school of spell they use, or the fundamental goals of their spellcasting, a subset of wizards focus on innovating with the way they cast the spells, specializing in either the material, somatic, or verbal components of spellcasting. With endless practice and study of these components, these wizards can change their spells in ways unimaginable to most other wizards.

Alchemancy Tradition

Wizards who follow the tradition of alchemancy, known as alchemancers, are not necessarily alchemists, although they often do practice alchemy along with wizardry. They are a group of wizards that focus on the material component of their spells, experimenting with various material substitutes to reduce cost or change the nature of their spells, using skills with . Hedge wizards often follow this tradition, lacking access to rare or expensive components, finding substitutes in the materials they have on hand.

Bonus Proficiencies At 2nd level when you choose this tradition, you gain proficiency in either herbalism kits or alchemist's supplies.

Energy Substitution At 2nd level when you choose this tradition, you gain the ability to substitute material components to change the nature of your damaging spells. When you cast a spell and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list. You can use this ability a number of times equal to your Intelligence modifier, and regain all uses of this ability when you finish a long rest.

Substitute Gathering At 6th level, you learn how to find material substitutes in the world around you. During a short rest, you scrounge for materials in the environment, and you regain all uses of your Energy Substitution ability. Additionally, when you cast a spell with a material component that costs gold, you can substitute it at no gold cost. Once you use this ability, you cannot do so again until you complete a long rest.

Fundamental Shift You gain the ability to fundamentally change some spells using special material components. Starting at 10th level, when you cast a spell that requires a creature to attempt a saving throw, you can substitute components in order to change the ability score the saving throw requires. For example, if you were to cast Fireball, you could make it require a Charisma saving throw instead of a Dexterity saving throw. Once you use this ability, you cannot do so again until you complete a long rest.