Wizard: Pioneer

One of my biggest complaints with the Lore Master wizard, is that they utterly trampled on the toes of the sorcerer, and in a way which didn't feel right for a wizard. How can they improvise a modified spell despite their spells being comprised of huge amounts of complex formulae? How could they track all the changes throughout which would occur due to these changes? So, I seek to, keep the more versatile and inventive aspects of the Lore Master, and restructure them to function in a more wizardly manner. (And hopefully with a bit more love for supportive wizards, not just changing damage types of offensive spells.)

Fundamental Research At level 2, you've established a solid information base to build from. You add double your proficiency bonus to Arcana checks, and can choose one other skill are proficient in to gain this bonus.

Restructuring and Enhancing Also, starting at 2nd level, you have a number of Enhancement Points equal to your Wizard level plus your Intelligence Modifier. When you finish a long rest, you can spend 10 minutes and a number of these points to modify the spells in your spellbook, or the Wizard cantrips you know, with the options presented at the end of this subclass' description. Any changes you make to a spell last until the next time you use this feature, where you can choose to either spend the points again to keep the spell in it's modified state, or let the spell revert to it's standard form.

Approximating and Replicating At 6th level, you can select another class, and add three spells from that class, of a level you can cast, to your spellbook. You also learn one cantrip from that class. These spells count as Wizard spells for you, and if you're there to tutor them, another wizard can copy the spell into their book by spending twice the time and money they would for a normal spell of that level and school. Not all spells cleanly transition into magecraft, though. Healing spells only grant Temporary HP, although, when cast on a person at 0 hit points, they also heal 1 actual hit point.

Spells which bring back the dead are... unreliable, without divine influence. They inflict 1 level of exhaustion to both you and the target of the spell, and you must roll a 1d20. On a 1, the spell fails, and the spell slot is consumed, but any components are not wasted. On a 2 to 10, the spell succeeds but applies the race changing effect of Reincarnate. On a 11 or higher, the spell works normally.

Rapid Adaptation By 10th level, you have grown used to unpredictable circumstances due to the nature of your work. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a short or long rest.

Signature Alteration Starting at level 14, choose one of the Reconstructing and Enhancing options. The cost of using that option is reduced by 1 point. Additionally, you are so familiar with that option, that, given a minute of unbroken concentration over your spellbook, you can apply it's effect to any spell you have prepared, at any time. You can use this ability once and regain the ability to do so when you finish a long rest.