Arcane Tradition
Magic of the book-that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.
Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!
As a bonus action, you may magically create a Tiny quill in your free hand. The quill disappears again if you create another one, or if you die. The magic quill has the following properties:
The quill does not require ink. Whenever you write with it, it produces ink in a color of your choice on the writing surface.
If you use the quill to transcribe spells into your spellbook, it only takes 2 minutes per spell level to do so.
You may erase anything you write with the quill by waving the feature over the text as a bonus action while you're within 5ft. of it.
Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook. While you're holding the book, it grants the following effects:
You may use the book as a spellcasting focus for your wizard spells.
Whenever you cast a wizard spell of 1st level or higher, you may magically alter the spell's formula for this casting only, replacing its damage type with a type that appears in another spell in your spellbook. The spell of which you copy the damage type must be of the same level as the spell slot you expend.
You may cast a wizard spell as a ritual using the spell's normal casting time, rather than adding 10 minutes to it. You may do so once per long rest.
Replacing the Spellbook. You may replace the book over the course of a short rest by using your wizardly quill to write arcane sigils in a blank book, or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.
You are able to conjure forth the mind of your awakened spellbook. As a bonus action while the book is on your person, you may cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60ft. of you. The spectral mind is intangible, and does not occupy its space, shedding dim light in a 10ft. radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past, your choice. While manifested, the spectral mind is able to hear and see, and it gains darkvision with a range of 60ft. The mind may telepathically share with you what it sees and hears. Whenever you cast a wizard spell on your turn, you may cast it as if you were in the spectral mind's space, instead of your own, using its senses. You may do so a number of times equal to your proficiency bonus per long rest. Additionally, as a bonus action, you may cause the spectral mind to hover up to 30ft. to an unoccupied space that you or it can see. It may pass through creatures, but not objects. The spectral mind stops manifesting if it is ever more than 300ft. away from you, if someone casts the dispel magic spell on it, if the awakened spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action. Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again. You may conjure the mind once per long rest. You may use a spell slot of 1st level or higher to use this feature without expending a use.
Whenever you finish a long rest, you may create one magic scroll by touching your wizardly quill to a blank piece of paper or parchment, and causing one spell from your awakened spellbook to be copied onto the scroll. The spellbook must be within 5ft. of you when you make the scroll. The chosen spell must be of 1st or 2nd level, and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as 1 level higher than normal. You may cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest. You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your wizardly quill.
Your connection to your awakened spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you gain advantage on all Arcana (INT) checks, as the spellbook helps you remember magical lore. Additionally, as a reaction when you take damage while your spellbook's mind is manifested, you may prevent all of that damage to you by dismissing the spectral mind, using its magic to save yourself. Once you do so, roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hitpoints. Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spell book. You may use this reaction once per long rest.
Source: Tasha's Cauldron of Everything