TEXT:  
  Arcane Tradition 
  The study of wizardry is ancient, stretching back to the 
  earliest mortal discoveries of magic. It is firmly established 
  in the worlds of D&D, with various traditions dedicated to 
  its complex study. The most common arcane traditions in 
  the multiverse revolve around the schools of magic. 
  Wizards through the ages have cataloged thousands of 
  spells, grouping them into categories called schools. In 
  some places, these traditions are literally schools; a wizard 
  might study at the School of Illusion while another studies 
  across town at the School of Enchantment. In other 
  institutions, the schools are more like academic 
  departments, with rival faculties competing for students and 
  funding. Even wizards who train apprentices in the solitude 
  of their own towers use the division of magic into schools 
  as a learning device, since the spells of each school require 
  mastery of different techniques. 
  School of            
  Prehistoric Wizardry 
  Long ago, wizardry was not an old and venerable 
  profession: it was a new discovery not yet fully understood 
  or codified into formal schools. You are one of the first 
  ever wizards, bending the universe to your will before even 
  the invention of writing. Perhaps you witnessed a 
  spellcasting monster or one of the first humanoid sorcerers 
  and wanted to emulate their power, or maybe the idea came 
  to you in a dream. Whatever your inspiration, you are 
  determined to unravel the secrets of magic, despite the 
  limited technology available to you. 
  Groundbreaker 
  As one of the first of your kind, you do not have the luxury 
  of following the example of previous wizards. Instead, you 
  must devise all of your spells for yourself, from first 
  principles. Starting at 2nd level, you can add 3 new spells 
  to your spellbook every time you gain a level in this class, 
  rather than 2. However, you cannot copy spells into your 
  spellbook from outside sources. 
  Sticks and Stones 
  Also at 2nd level, the harsh conditions of the stone age 
  mean that even a wizard like you needs some competence 
  with conventional weapons. You gain proficiency in simple 
  weapons and light armor. 
  Solar Alignment 
  By 6th level, your studies of the heavens have given you 
  unparalleled insights into the movements of the stars. As 
  long as you can see the sky, you always know the exact 
  time and date, as well as which way is north. 
       Furthermore, by synchronizing your magic with the 
  rhythms of nature, you can extract more power from certain 
  spells. Whenever you cast a spell that would deal cold, fire, 
  or lightning damage, you can add your Intelligence 
  modifier to the damage dealt. 
  Trepanning 
  At 10th level, you are able to recognize when your allies 
  are under the influence of evil spirits, and quickly save 
  them. You can use an action to perform a Wisdom 
  (Medicine) check in relation to a creature within 5 feet of 
  you that is charmed, frightened, or possessed (such as by a 
  ghost). On a roll of 10 or more, the creature is no longer 
  affected by any of those conditions but, on a roll of 15 or 
  less, the target takes 1d4 bludgeoning damage. 
  Arcana of Survival 
  When you reach 14th level, you learn to siphon off some of 
  the power of your spells to heal yourself when you are 
  wounded. Whenever you use an action to cast 
  a spell of 1st level or 
  higher, you can use a 
  bonus action to recover lost 
  hit points equal to 
  the spell's 
  level. 
   
  Spellbooks Before the Invention of Writing 
  As a prehistoric wizard, you are unable to read and 
  write. However, you still require a way to record your 
  spells so that you can memories the ones you need each 
  day. Therefore, you have devised some unique system 
  for representing your spells, such as a collection of 
  figurines, a carved stone slab, elaborate tattoos, a 
  painted cave wall, or a necklace of cunningly-ordered 
  beads. Whatever form your spell-record takes, it 
  functions exactly as per the standard spellbook of a 
  modern wizard (except for the restrictions noted in the 
  Groundbreaker feature). 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/School of Prehistoric Wizardry.pdf