Arcane Genius Descended from doppelgangers and mimics, the Arcane Genius is a keen observer and imitator of the world around them. Difficult to instruct but eager to learn, the Genius may thrive beyond any other on their own or wither and starve without access to training that makes sense to them.

The most versatile of all casters, the Arcane Genius has the potential to cast any type of spell, but difficulty choosing which spells to learn; carried by fleeting glimpses along different paths of investigation.

Hit Die: d6

Class Features & Proficiencies Skills: Select Arcana and one of the following: History, Insight, Investigation, Medicine, and Religion At level 4, Arcana Proficiency becomes Expertise.

Weapons: Light martial Armor: None Tools: Forgery Tools, Calligraphy Set Saving Throws: Intelligence, Wisdom Starting Equipment: You start with the following equipment, in addition to the equipment granted by your background: (a) a scholar’s pack or (b) an explorer’s pack A spellbook Genius Insight The first time each day that you observe any spell being cast which you do not already know, make an arcana check with DC equal to 10+ the spell's level. (This is not optional, and must be done the first time each day a qualifying spell is observed.) Once per day when an arcane genius is presented with a spell scroll or spellbook that they have never seen before, they may make the same check as above to gain Genius Insight on the spell on the scroll or one randomly selected spell from that spellbook. On a successful check, the Genius learns something fundamental about how the spell works. When gaining Genius Insight on a wizard spell, the Genius makes 10% progress toward learning that spell. On non-wizard spells, and spell-like effects, Genius Insight gains the Genius 5% progress. Genius Research Arcane Genius may make progress through independent research in the absence of novel study material. When studying a scroll or spellbook that has already inspired Genius Insight, the Genius may add 1% progress per hour of study to any spell in that source that they already have some progress toward. Studying secondary sources such as accounts of spell effects, spell instructions written by non-casters and the like requires experimentation and much more time. A Genius may make 1% progress from secondary sources per two hours of study. The total amount of productive study a Genius can endure in a day is 1+Int Mod hours.

If more than 25% progress is gained through experimentation and research (rather than observation and insight), the spell gains attributes that reflect the materials the genius had at hand. Work with your DM to flavour the Genius’ unique variations. Improvisational Genius Starting at level 4, an Arcane Genius may begin to make substitutions in the spells they know and alter them in a variety of creative ways. Once per short rest, when casting a spell, determine the difficulty of the class of alteration you are making and roll an Arcana check with DC 10 + modifiers suggested below. On a failure, the spell is cast as normal (even if the unmodified version would be disadvantageous). Difficulty DC Easy 15 Intriguing 20 Amazing 25 True Genius 30

Substituting an element: +10 If you know another spell that uses the element: -5

Adding an element: +20 If you know another spell that uses the element: -5

Altering Range: +10 Using the range from another spell you know: -5 More than doubling the range: +10

Substituting an Area of Effect: +10 Using the area from another spell you know: -10 Retaining the same approximate volume: -5 More than doubling the volume: +10

Other substitutions may be made with DM approval. Use the chart above to determine appropriate DCs for the desired modifications. Your Spellbook Like a wizard, Arcane Geniuses learn spells by observation and study. Unlike other casters, they are essentially unlimited in the spells that they can learn, but have little control over where their insight takes them. Many Geniuses end up with some knowledge of spells that they are unable to cast; knowing Wish well enough to add it to your spell list does not on its own bestow the mental endurance to cast it. Copying a Spell into the Book Unlike wizards, an Arcane Genius casts from a true understanding of the underworkings of each spell. This means that copying others spells into your book is not enough to make it available to cast. You may still copy a spell at the standard rate of 2 hours and 50gp per spell level, but this does not fully unlock understanding of the spell. Start copied spells with a base learning rate of 20%. You may treat your copied spells as primary sources for study. Replacing the Book You can copy any spell you know into a new book at a rate of 10gp and 1 hour per spell level. The Book’s Appearance Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.