spellwright
A Spellwright is a master of the underlying laws of magic. While other wizards memorize and cast spells, a Spellwright studies the fundamental principles that govern arcane energy itself. They are able to adjust spells by analyzing, experimenting with, and refining them into new shapes that better suit their situations.
Often Spellwrights start out as scholars and researchers that realize that the written form of many spells is the most stable but not nescesarily the most efficient form a spell can take. They learn to adjust the formulas that manipulate the arcane forces that form the basis of their spells, and are able to adjust the spells on the fly even if the efficiency suffers in the process.
Arcane Expertise
You have studied the underlying arcane arts to such an extend that it extends beyond your own spells and bleeds into the physical world, granting the following benefits:
You become a novice as well as gaining expertise in the Arcana skill, if you are already considered a novice, or have expertise in this skill, you can choose any other skill that has the Knowledge trait to grant these bonuses to.
Underlying Magic
Thanks to your deep understanding of magic, you are able to adjust your spells beyond their regular effects.
You gain one Metamagic option of your choice for which you qualify.
You gain a second Metamagic option at 12th level.
Careful Casting
Whenever one of your spells would deal damage to yourself or an ally, you can choose to halve the damage those targets take, without reducing the spell’s other effects.
Immutable Spells
Your mastery over the forces of magic allows flawless execution. When making a saving throw against an effect that alters your spells, such as Counterspell or Dispel Magic, you can roll the saving throw with advantage.
Arcane Axiom
You are able to calculate and envision the strands of magic within your spells, when you cast a spell that is at least 1st level and no higher than 5th level, you can choose to cast it as an Arcane Axiom.
An Arcane Axiom cannot be affected by Counterspell or Dispel Magic, and the result of any spell attack you make as part of its casting is considered one degree higher than its rolled result.
Once you cast an Arcane Axiom, you cannot do so again until you finish a long rest.