You found a magic wand and learned that you have the Knack for it.
Your newfound magical prowess comes at a cost. Lose access to the underhanded abilities you would gain at level 6, 10 and 14.
(If wands have very high accessiblity in your game you can skip the spells learned by The Knack)
Level 3
The Knack.
Gain a Mana Pool equal to your LVL.
- Learn a Utility Cantrip.
- Learn a Tier 1 Spell.
You can only cast spells while wielding a Wand or another Spellcasting Focus.
Wander.
Gain Wand Proficiency. You may use your Mana instead of charges to cast spells from wands (up to the level you can cast). Casting a Cantrip this way costs 1 Mana.
Level 7
Syphon.
On Crit: Regain DEX Mana (this expires at the end of combat if unused).
The Knack (2).
Your are starting to get the hang of it.
- You may now cast spells up to tier 2.
- Learn a Tier 2 Spell.
Level 11
The Knack (3).
You are actually quite good at this!
- You may now cast spells up to tier 3.
- Learn a Tier 3 Spell.
Thieves Chant.
You may learn 1 spell from an ally (up to the level you can upcast). You may change that spell on a Safe Rest.
Level 15
Spellshock.
When you HIT a Distracted target with a single target spell attack, you may change the Primary Die roll to whatever you like (changing it to the max value counts as a crit).
The Knack (4).
Your knowledge of the Arcane deepens
- You may now cast spells up to tier 5.
- Learn a Tier 5 Spell.