Wizard: Difference between revisions

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The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.
The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.
Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.
Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.
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==== Abjuration Savant. ====
==== Abjuration Savant. ====
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved. Additionally, you have advantage on Intelligence (Arcana) checks to copy non-Wizard Abjuration Spells into your spellbook
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved. Additionally, you have advantage on Intelligence (Arcana) checks to copy non-Wizard Abjuration Spells into your spellbook.
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==== Arcane Ward. ====
==== Arcane Ward. ====
Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.<br>
While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.<br>
Once you create the ward, you can’t create it again until you finish a long rest.
Once you create the ward, you can’t create it again until you finish a long rest.
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==== Projected Ward. ====
==== Projected Ward. ====
Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
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==== Improved Abjuration. ====
==== Improved Abjuration. ====
Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.
Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.
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==== Spell Resistance. ====
==== Spell Resistance. ====
Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.
Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.
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=== School of Bladesinging ===
=== School of Bladesinging ===
Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.
Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.<br>
In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.
In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.
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==== Training in War and Song. ====
==== Training in War and Song. ====
At 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don’t already have it.
At 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don’t already have it.
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==== Bladesong. ====
==== Bladesong. ====
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*You have advantage on Dexterity (Acrobatics) checks.
*You have advantage on Dexterity (Acrobatics) checks.
*You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
*You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
*You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
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==== Extra Attack. ====
==== Extra Attack. ====
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If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.<br>
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.<br>
Additionally, you can replace one of these attacks by casting a single cantrip with a casting time of 1 action or bonus action.
Additionally, you can replace one of these attacks by casting a single cantrip with a casting time of 1 action or bonus action.
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==== Song of Defense. ====
==== Song of Defense. ====
At 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot’s level.
At 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot’s level.
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==== Song of Victory. ====
==== Song of Victory. ====
At 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
At 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
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=== School of Chronurgy ===
=== School of Chronurgy ===
Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.
Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.
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==== Chronal Shift. ====
==== Chronal Shift. ====
At 2nd level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.<br>
At 2nd level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.<br>
You can use this ability twice, and you regain any expended uses when you finish a long rest.
You can use this ability twice, and you regain any expended uses when you finish a long rest.
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==== Temporal Awareness. ====
==== Temporal Awareness. ====
At 2nd level, you can add your Intelligence modifier to your initiative rolls.
At 2nd level, you can add your Intelligence modifier to your initiative rolls.
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==== Momentary Stasis. ====
==== Momentary Stasis. ====
At 6th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.<br>
At 6th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.<br>
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
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==== Arcane Abeyance. ====
==== Arcane Abeyance. ====
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A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and spell save DC, and the spell treats the creature who released it as the caster for all other purposes.<br>
A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and spell save DC, and the spell treats the creature who released it as the caster for all other purposes.<br>
You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
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==== Convergent Future. ====
==== Convergent Future. ====
At 14th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).<br>
At 14th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).<br>
When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
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=== School of Conjuration ===
=== School of Conjuration ===
As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.
As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.
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==== Conjuration Savant. ====
==== Conjuration Savant. ====
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved. Additionally, you have advantage on Intelligence (Arcana) checks to copy non-Wizard Conjuration Spells into your spellbook.
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved. Additionally, you have advantage on Intelligence (Arcana) checks to copy non-Wizard Conjuration Spells into your spellbook.
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==== Minor Conjuration. ====
==== Minor Conjuration. ====
Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a non-magical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.<br>
Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a non-magical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.<br>
The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.
The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.
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==== Benign Transposition. ====
==== Benign Transposition. ====
Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.<br>
Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.<br>
Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
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==== Focused Conjuration. ====
==== Focused Conjuration. ====
Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.
Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.
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==== Durable Summons. ====
==== Durable Summons. ====
Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
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=== School of Divination ===
=== School of Divination ===
The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
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==== Divination Savant. ====
==== Divination Savant. ====
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved. Additionally, you have advantage on Intelligence (Arcana) checks to copy non-Wizard Divination Spells into your spellbook.
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved. Additionally, you have advantage on Intelligence (Arcana) checks to copy non-Wizard Divination Spells into your spellbook.
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==== Portent. ====
==== Portent. ====
Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.<br>
Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.<br>
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
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==== Expert Divination. ====
==== Expert Divination. ====
Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.
Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.
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==== The Third Eye. ====
==== The Third Eye. ====
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:'''Darkvision.''' You gain darkvision out to a range of 120 feet. If you already have Darkvision, you gain an additional 60ft of Darkvision
:'''Darkvision.''' You gain darkvision out to a range of 120 feet. If you already have Darkvision, you gain an additional 60ft of Darkvision
:'''Ethereal Sight.''' You gain Trusight out to a range of 30ft feet.
:'''Ethereal Sight.''' You gain Trusight out to a range of 30ft feet.
Greater Comprehension. You can read any language.
:'''Greater Comprehension.''' You can read any language.


==== Greater Portent. ====
==== Greater Portent. ====
Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
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=== School of Enchantment ===
=== School of Enchantment ===
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.
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==== Enchantment Savant. ====
==== Enchantment Savant. ====
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved. Additionally, you have advantage on Intelligence (Arcana) checks to copy non-Wizard Enchantment Spells into your spellbook.
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved. Additionally, you have advantage on Intelligence (Arcana) checks to copy non-Wizard Enchantment Spells into your spellbook.
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==== Hypnotic Gaze. ====
==== Hypnotic Gaze. ====
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On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.<br>
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.<br>
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.
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==== Instinctive Charm. ====
==== Instinctive Charm. ====
Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.<br>
Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.<br>
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.
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==== Split Enchantment. ====
==== Split Enchantment. ====
Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
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==== Alter Memories. ====
==== Alter Memories. ====
At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.<br>
At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.<br>
Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.
Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.
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=== School of Evocation ===
=== School of Evocation ===
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
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==== Evocation Savant. ====
==== Evocation Savant. ====
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. Additionally, you have advantage on Intelligence (Arcana) checks to copy non-Wizard Evocation Spells into your spellbook.
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. Additionally, you have advantage on Intelligence (Arcana) checks to copy non-Wizard Evocation Spells into your spellbook.
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==== Sculpt Spells. ====
==== Sculpt Spells. ====
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
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==== Potent Cantrip. ====
==== Potent Cantrip. ====
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
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==== Empowered Evocation. ====
==== Empowered Evocation. ====
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
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==== Overchannel. ====
==== Overchannel. ====
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.<br>
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.<br>
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
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=== School of Hedge Magic ===
=== School of Hedge Magic ===
While almost all wizards study in formal schools under the tutelage of a wise master, some wizards reject traditional arcane schooling and strike out into the world to learn by doing. These rare few who hone their craft out in the wilds are referred to as Hedge Wizards. Though their methods are frowned upon by formal wizarding schools, any archmage worthy of his station will reluctantly recognize that Hedge Wizards are the true masters of the low magics.<br>
While almost all wizards study in formal schools under the tutelage of a wise master, some wizards reject traditional arcane schooling and strike out into the world to learn by doing. These rare few who hone their craft out in the wilds are referred to as Hedge Wizards. Though their methods are frowned upon by formal wizarding schools, any archmage worthy of his station will reluctantly recognize that Hedge Wizards are the true masters of the low magics.<br>
Regardless of their background, all Hedge Wizards reject the traditional methods of wizardry. When creating your Hedge Wizard consider how your spellcasting and spellbook may differ from a wizard who attended a formal school.
Regardless of their background, all Hedge Wizards reject the traditional methods of wizardry. When creating your Hedge Wizard consider how your spellcasting and spellbook may differ from a wizard who attended a formal school.
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==== Cantrip Savant. ====
==== Cantrip Savant. ====
Your unorthodox relationship with arcane magic allows you to you learn fundamental magics not traditionally associated with wizards. When you adopt this Arcane Tradition at 2nd level, you learn one cantrip of your choice from any spell list. The chosen cantrip counts as a wizard spell for you, but does not count against your total number of Cantrips Known. You learn additional cantrips in this way as you gain levels in this class; one each at 6th level, 10th level, and 14th level.
Your unorthodox relationship with arcane magic allows you to you learn fundamental magics not traditionally associated with wizards. When you adopt this Arcane Tradition at 2nd level, you learn one cantrip of your choice from any spell list. The chosen cantrip counts as a wizard spell for you, but does not count against your total number of Cantrips Known. You learn additional cantrips in this way as you gain levels in this class; one each at 6th level, 10th level, and 14th level.
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==== Self-Taught. ====
==== Self-Taught. ====
Your deep understanding of the low magics allows you to add them to your spellbook at a discount. Starting at 2nd level, the time you must spend to copy any spell of a level equal to half your proficiency bonus or lower into your spellbook is halved, and the cost is reduced by 50 gold.
Your deep understanding of the low magics allows you to add them to your spellbook at a discount. Starting at 2nd level, the time you must spend to copy any spell of a level equal to half your proficiency bonus or lower into your spellbook is halved, and the cost is reduced by 50 gold.
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==== On the Fly. ====
==== On the Fly. ====
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You can cast a spell in this way a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.<br>
You can cast a spell in this way a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.<br>
As you gain levels in this class, you can cast more powerful spells with this feature: 3rd-level spells at 10th level, 4th-level spells at 14th level, and finally 5th-level spells at 18th level.
As you gain levels in this class, you can cast more powerful spells with this feature: 3rd-level spells at 10th level, 4th-level spells at 14th level, and finally 5th-level spells at 18th level.
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==== Hardy Magic. ====
==== Hardy Magic. ====
Learning your magic out in the wild instead of the controlled environment of a formal school has made you hardier than most wizards. Starting at 10th level, when you are forced to make a Constitution saving throw to maintain concentration on a spell, you can use a reaction to grant yourself a bonus to the roll equal to your Intelligence modifier (minimum of +1).<br>
Learning your magic out in the wild instead of the controlled environment of a formal school has made you hardier than most wizards. Starting at 10th level, when you are forced to make a Constitution saving throw to maintain concentration on a spell, you can use a reaction to grant yourself a bonus to the roll equal to your Intelligence modifier (minimum of +1).<br>
You can use this reaction after you roll, but before you determine whether you succeed or fail.
You can use this reaction after you roll, but before you determine whether you succeed or fail.
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==== Arcane Conservation. ====
==== Arcane Conservation. ====
Your understanding of arcane fundamentals allows you to recycle the energy of failed spells. Beginning at 14th level, when you cast a wizard spell of 4th-level or lower and the spell fails, you regain one expended spell slot. The spell slot regained must be a lower level than the spell slot used to cast the failed spell. This feature applies to all spells of 4th-level or lower, even if they are cast with a higher level spell slot. <br>
Your understanding of arcane fundamentals allows you to recycle the energy of failed spells. Beginning at 14th level, when you cast a wizard spell of 4th-level or lower and the spell fails, you regain one expended spell slot. The spell slot regained must be a lower level than the spell slot used to cast the failed spell. This feature applies to all spells of 4th-level or lower, even if they are cast with a higher level spell slot. <br>
When you reach 18th level in this class, this ability affects any wizard spells of 5th-level and lower.
When you reach 18th level in this class, this ability affects any wizard spells of 5th-level and lower.
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=== School of Illusion ===
=== School of Illusion ===
You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.
You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.
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==== Illusion Savant. ====
==== Illusion Savant. ====
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved. Additionally, you have advantage on Intelligence (Arcana) checks to copy non-Wizard Illusion Spells into your spellbook.
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved. Additionally, you have advantage on Intelligence (Arcana) checks to copy non-Wizard Illusion Spells into your spellbook.
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==== Improved Minor Illusion. ====
==== Improved Minor Illusion. ====
When you choose this school at 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.<br>
When you choose this school at 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.<br>
When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.
When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.
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==== Malleable Illusions. ====
==== Malleable Illusions. ====
Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.
Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.
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==== Illusory Self. ====
==== Illusory Self. ====
Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.<br>
Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.<br>
You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
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==== Illusory Reality. ====
==== Illusory Reality. ====
By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, non-magical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.<br>
By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, non-magical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.<br>
The object can’t deal damage or otherwise directly harm anyone.
The object can’t deal damage or otherwise directly harm anyone.
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The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.<br>
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.<br>
Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
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==== Necromancy Savant. ====
==== Necromancy Savant. ====
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved. Additionally, you have advantage on Intelligence (Arcana) checks to copy non-Wizard Necromancy Spells into your spellbook.
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved. Additionally, you have advantage on Intelligence (Arcana) checks to copy non-Wizard Necromancy Spells into your spellbook.
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==== Grim Harvest. ====
==== Grim Harvest. ====
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
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==== Undead Thralls. ====
==== Undead Thralls. ====
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*The creature’s hit point maximum is increased by an amount equal to your wizard level.
*The creature’s hit point maximum is increased by an amount equal to your wizard level.
*The creature adds your proficiency bonus to its weapon damage rolls.
*The creature adds your proficiency bonus to its weapon damage rolls.
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==== Inured to Undeath. ====
==== Inured to Undeath. ====
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
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==== Command Undead. ====
==== Command Undead. ====
Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.<br>
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
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=== School of Rituals ===
=== School of Rituals ===
Wizards spend their lives memorizing esoteric formulas that allow them to produce wondrous arcane effects. However, when produced spontaneously, spells are extremely taxing  on the caster. To preserve their power, most wizards learn to cast ritual spells, spells that take longer to produce, but aren't as draining on said wizard's magical stamina. Some wizards, known as Ritualists, dedicate their great intellect to mastery over the deliberate and reliable magic of ritual spellcasting.
Wizards spend their lives memorizing esoteric formulas that allow them to produce wondrous arcane effects. However, when produced spontaneously, spells are extremely taxing  on the caster. To preserve their power, most wizards learn to cast ritual spells, spells that take longer to produce, but aren't as draining on said wizard's magical stamina. Some wizards, known as Ritualists, dedicate their great intellect to mastery over the deliberate and reliable magic of ritual spellcasting.
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==== Ritual Savant. ====
==== Ritual Savant. ====
Starting at 2nd level, the gold and time you must spend to copy a ritual spell into your spellbook is halved.
Starting at 2nd level, the gold and time you must spend to copy a ritual spell into your spellbook is halved.
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==== Arcane Anthology. ====
==== Arcane Anthology. ====
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In addition, you can copy ritual spells from any class's spell list into your spellbook, though you must otherwise follow the normal rules for copying these spells into your spellbook.<br>
In addition, you can copy ritual spells from any class's spell list into your spellbook, though you must otherwise follow the normal rules for copying these spells into your spellbook.<br>
Any non-wizard spell you add to your spellbook with this feature counts as wizard spell for you, but you can only cast  it as a ritual, unless you've learned it by some other means.
Any non-wizard spell you add to your spellbook with this feature counts as wizard spell for you, but you can only cast  it as a ritual, unless you've learned it by some other means.
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==== Improvised Rituals. ====
==== Improvised Rituals. ====
You can improvise the ritual process for spells with which are normally not rituals. Beginning at 6th level, when you finish a long rest, you can choose a number of spell equal to your Intelligence Modifier and treat them as rituals until your next long rest. When you cast a non-ritual spell as a ritual, you cannot cast the spell at a higher level.
You can improvise the ritual process for spells with which are normally not rituals. Beginning at 6th level, when you finish a long rest, you can choose a number of spell equal to your Intelligence Modifier and treat them as rituals until your next long rest. When you cast a non-ritual spell as a ritual, you cannot cast the spell at a higher level.
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==== Formulaic Breakthrough. ====
==== Formulaic Breakthrough. ====
Your deep knowledge of ritual magic allows you to ritualize even non-ritual spells. Starting at 10th level, you can cast any 1st-level spell in your spellbook as a ritual so long as it deals no damage and does not require a saving throw.<br>
Your deep knowledge of ritual magic allows you to ritualize even non-ritual spells. Starting at 10th level, you can cast any 1st-level spell in your spellbook as a ritual so long as it deals no damage and does not require a saving throw.<br>
As you gain levels in this class you learn to ritualize higher level spells that don't deal damage or require a saving throw; 2nd-level spells at 14th level, and 3rd-level spells at 18th level.
As you gain levels in this class you learn to ritualize higher level spells that don't deal damage or require a saving throw; 2nd-level spells at 14th level, and 3rd-level spells at 18th level.
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==== Master Ritualist. ====
==== Master Ritualist. ====
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The total levels of the spells you concentrate on cannot exceed your Intelligence modifier (minimum of 1st-level), and when you are forced to make a Constitution saving throw to maintain concentration on your spells, you make one saving throw for both concentration effects.<br>
The total levels of the spells you concentrate on cannot exceed your Intelligence modifier (minimum of 1st-level), and when you are forced to make a Constitution saving throw to maintain concentration on your spells, you make one saving throw for both concentration effects.<br>
In addition, whenever you cast the ritual version of a spell that has a duration longer than instantaneous, the duration of the spell's effect is doubled.
In addition, whenever you cast the ritual version of a spell that has a duration longer than instantaneous, the duration of the spell's effect is doubled.
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=== School of Scribes ===
=== School of Scribes ===
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.
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!
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!
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==== Wizardly Quill. ====
==== Wizardly Quill. ====
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*You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.
*You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.
This quill disappears if you create another one or if you die.
This quill disappears if you create another one or if you die.
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==== Awakened Spellbook. ====
==== Awakened Spellbook. ====
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*When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
*When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
*When you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.
*When you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.
*If necessary, you can replace the book over the course of a long 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.
*If necessary, you can replace the book over the course of a long 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.
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==== Manifest Mind. ====
==== Manifest Mind. ====
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As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.<br>
As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.<br>
The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic 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.
The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic 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.
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==== Master Scrivener. ====
==== Master Scrivener. ====
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The spellbook must be within 5 feet 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 one level higher than normal. You can 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.<br>
The spellbook must be within 5 feet 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 one level higher than normal. You can 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.<br>
The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.
The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.
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==== One with the Word. ====
==== One with the Word. ====
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Moreover, if you take damage while your spellbook’s mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then 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 hit points.<br>
Moreover, if you take damage while your spellbook’s mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then 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 hit points.<br>
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 spellbook. Once you use this reaction, you can’t do so again until you finish a long rest.
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 spellbook. Once you use this reaction, you can’t do so again until you finish a long rest.
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=== School of Theurgy ===
=== School of Theurgy ===
Not all who serve deities of the upper planes do so as clerics, priests, and paladins. Some wizards focus their great intellect on studies of the divine, and in turn learn to produce divine magic. Wizards who join this school often reside in temples rather then towers, and tend to be more benevolent then their arcane counterparts. In their studies of the upper planes and their magic, these sages often find themselves sympathizing with the causes of the deities they spend their lives studying.
Not all who serve deities of the upper planes do so as clerics, priests, and paladins. Some wizards focus their great intellect on studies of the divine, and in turn learn to produce divine magic. Wizards who join this school often reside in temples rather then towers, and tend to be more benevolent then their arcane counterparts. In their studies of the upper planes and their magic, these sages often find themselves sympathizing with the causes of the deities they spend their lives studying.
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==== Arcane Theologian. ====
==== Arcane Theologian. ====
When you adopt this Arcane Tradition at 2nd level, you gain access to divine magics unavailable to most wizards. You can copy any cleric spell that you find in other spellbooks or spell scrolls into your spellbook without needing to make an Arcana check first.<br>
When you adopt this Arcane Tradition at 2nd level, you gain access to divine magics unavailable to most wizards. You can copy any cleric spell that you find in other spellbooks or spell scrolls into your spellbook without needing to make an Arcana check first.<br>
Moreover, when you gain a wizard level, one of the spells you add to your spellbook can be from the cleric spell list. You can also use a Holy Symbol as your Spellcasting Focus.
Moreover, when you gain a wizard level, one of the spells you add to your spellbook can be from the cleric spell list. You can also use a Holy Symbol as your Spellcasting Focus.
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==== Channel Divinity. ====
==== Channel Divinity. ====
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:'''Channel Divinity: Turn Undead and Aberrations.''' As an action, you present a holy symbol and speak a prayer censuring undead and aberrant creatures. Undead and Aberrations within 30 feet that can see or hear you must succeed on a Wisdom saving throw or be turned for 1 minute, or until they take any damage.<br>
:'''Channel Divinity: Turn Undead and Aberrations.''' As an action, you present a holy symbol and speak a prayer censuring undead and aberrant creatures. Undead and Aberrations within 30 feet that can see or hear you must succeed on a Wisdom saving throw or be turned for 1 minute, or until they take any damage.<br>
:A turned creature must use its turn to move as far away from you as it can. It cannot willingly move to a space within 30 feet of you, or take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it can't move, it can use the Dodge action.
:A turned creature must use its turn to move as far away from you as it can. It cannot willingly move to a space within 30 feet of you, or take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it can't move, it can use the Dodge action.
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==== Divine Arcana. ====
==== Divine Arcana. ====
When you reach 6th level, you gain a greater mastery over the arcane and the divine. When you cast a spell of 1st level or higher that deals Radiant Damage, you can expend a Hit Die and regain hit points equal to one roll of your Hit Dice + your Constitution, Wisdom, or Intelligence Modifier (minimum of +1). When you cast a spell of first level or higher that heals a creature, you and that creature gain a +1 bonus to their AC and have advantage on Constitution Saving Throws until the end of your next turn.
When you reach 6th level, you gain a greater mastery over the arcane and the divine. When you cast a spell of 1st level or higher that deals Radiant Damage, you can expend a Hit Die and regain hit points equal to one roll of your Hit Dice + your Constitution, Wisdom, or Intelligence Modifier (minimum of +1). When you cast a spell of first level or higher that heals a creature, you and that creature gain a +1 bonus to their AC and have advantage on Constitution Saving Throws until the end of your next turn.
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==== Divine Protection. ====
==== Divine Protection. ====
Your knowledge of the upper planes grants you a measure of protection against evil. Beginning at 10th level, When an aberration or undead attacks you, it must make a Wisdom saving throw. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.<br>
Your knowledge of the upper planes grants you a measure of protection against evil. Beginning at 10th level, When an aberration or undead attacks you, it must make a Wisdom saving throw. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.<br>
Any creature with an Intelligence of 4 or higher is aware of this effect before it makes its attack against you.
Any creature with an Intelligence of 4 or higher is aware of this effect before it makes its attack against you.
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==== Blessed Intervention. ====
==== Blessed Intervention. ====
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As an action, you can grasp a holy symbol and beseech the Three for aid, naming a cleric or wizard spell of your choice, of a level for which you have a spell slots. Roll percentile dice. If the result is equal to, or higher, then 10 times the level of the spell you wish the Three to cast, you are successful. On a success, the spell is instantly cast as if you had cast it without expending a spell slot or components.<br>
As an action, you can grasp a holy symbol and beseech the Three for aid, naming a cleric or wizard spell of your choice, of a level for which you have a spell slots. Roll percentile dice. If the result is equal to, or higher, then 10 times the level of the spell you wish the Three to cast, you are successful. On a success, the spell is instantly cast as if you had cast it without expending a spell slot or components.<br>
Once you use this feature to successfully cast a spell, you must complete 1d6+1 long rests before you can use it again.
Once you use this feature to successfully cast a spell, you must complete 1d6+1 long rests before you can use it again.
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=== School of Transmutation ===
=== School of Transmutation ===
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.
Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
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==== Transmutation Savant. ====
==== Transmutation Savant. ====
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved. Additionally, you have advantage on Intelligence (Arcana) checks to copy non-Wizard Transmutation Spells into your spellbook
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved. Additionally, you have advantage on Intelligence (Arcana) checks to copy non-Wizard Transmutation Spells into your spellbook.
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==== Minor Alchemy. ====
==== Minor Alchemy. ====
Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one non-magical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.
Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one non-magical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.
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==== Transmuter’s Stone. ====
==== Transmuter’s Stone. ====
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*Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
*Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
*Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter’s stone, the previous one ceases to function.
*Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter’s stone, the previous one ceases to function.
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==== Shapechanger. ====
==== Shapechanger. ====
At 10th level, you add the Polymorph spell to your spellbook, if it is not there already. You can cast Polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.<br>
At 10th level, you add the Polymorph spell to your spellbook, if it is not there already. You can cast Polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.<br>
You can cast Polymorph in this way a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest. If you have no uses left, you can still cast it normally using an available spell slot.
You can cast Polymorph in this way a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest. If you have no uses left, you can still cast it normally using an available spell slot.
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==== Master Transmuter. ====
==== Master Transmuter. ====
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:'''Restore Life.''' You cast the Raise Dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.
:'''Restore Life.''' You cast the Raise Dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.
:'''Restore Youth.''' You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.
:'''Restore Youth.''' You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.
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=== School of Wand Lore ===
=== School of Wand Lore ===
Some children grow up sword-fighting with sticks and become soldiers, but you’ve learned how to turn a simple stick into something more powerful than a blade. The study of wand lore delves deeper into old magic, beyond the normal lists of components and incantations, and into the rich history and tradition of wandcraft. As a wizard of wand lore, you know that a mage’s true power can be amplified with the right tool: for you, that tool is a wand of your own creation.
Some children grow up sword-fighting with sticks and become soldiers, but you’ve learned how to turn a simple stick into something more powerful than a blade. The study of wand lore delves deeper into old magic, beyond the normal lists of components and incantations, and into the rich history and tradition of wandcraft. As a wizard of wand lore, you know that a mage’s true power can be amplified with the right tool: for you, that tool is a wand of your own creation.
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==== Core Wand. ====
==== Core Wand. ====
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*Whenever you make an attack roll or saving throw, you can expend any number of core charges to gain a bonus to the roll equal to the number of core charges spent. You can wait until after you roll the d20, but must decide before the DM says whether the roll succeeds or fails.
*Whenever you make an attack roll or saving throw, you can expend any number of core charges to gain a bonus to the roll equal to the number of core charges spent. You can wait until after you roll the d20, but must decide before the DM says whether the roll succeeds or fails.
*Whenever you are hit by an attack, you can expend any number of core charges from your wand as a reaction to gain a bonus to AC against that attack equal to the number of core charges spent.
*Whenever you are hit by an attack, you can expend any number of core charges from your wand as a reaction to gain a bonus to AC against that attack equal to the number of core charges spent.
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==== Wand Savant. ====
==== Wand Savant. ====
Starting at 2nd level, you can interpret staves and wands the way other wizards read scrolls and spellbooks. If a staff or wand in your possession can cast a spell that’s on the wizard spell list, you can copy the spell into your spellbook as if you were copying a spell from a scroll. In addition, when you cast a wizard spell with a range of touch while holding your core wand, you can choose a target that you can see and isn’t behind cover up to 10 feet away from you instead. At 14th level, this range increases to 30 feet.
Starting at 2nd level, you can interpret staves and wands the way other wizards read scrolls and spellbooks. If a staff or wand in your possession can cast a spell that’s on the wizard spell list, you can copy the spell into your spellbook as if you were copying a spell from a scroll. In addition, when you cast a wizard spell with a range of touch while holding your core wand, you can choose a target that you can see and isn’t behind cover up to 10 feet away from you instead. At 14th level, this range increases to 30 feet.
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==== Arcane Battery. ====
==== Arcane Battery. ====
Beginning at 6th level, when you use your Arcane Recovery feature, your core wand regains 3 expended core charges.<br>
Beginning at 6th level, when you use your Arcane Recovery feature, your core wand regains 3 expended core charges.<br>
In addition, you gain a new option to use your wand’s core charges. When you cast a spell that targets only one creature and forces it to make a saving throw while you’re holding your core wand, you can expend up to 3 core charges to gain a bonus to that spell’s save DC equal to the number of core charges spent.
In addition, you gain a new option to use your wand’s core charges. When you cast a spell that targets only one creature and forces it to make a saving throw while you’re holding your core wand, you can expend up to 3 core charges to gain a bonus to that spell’s save DC equal to the number of core charges spent.
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==== Imbue Minor Wand. ====
==== Imbue Minor Wand. ====
Starting at 10th level, whenever you finish a long rest, you can imbue a number of wizard spells from your spellbook up to your Intelligence modifier (minimum of one) into a non-magical stick, dowel, or similar Tiny object, transforming the object into a magic wand. Each spell must be a cantrip or a 1st or 2nd-level spell and have a casting time of 1 action or bonus action. In addition, the spells can’t require concentration or require any material components that indicate a cost or are consumed as part of casting the spell, and if the spell is a cantrip, it mustn’t be able to damage a target.<br>
Starting at 10th level, whenever you finish a long rest, you can imbue a number of wizard spells from your spellbook up to your Intelligence modifier (minimum of one) into a non-magical stick, dowel, or similar Tiny object, transforming the object into a magic wand. Each spell must be a cantrip or a 1st or 2nd-level spell and have a casting time of 1 action or bonus action. In addition, the spells can’t require concentration or require any material components that indicate a cost or are consumed as part of casting the spell, and if the spell is a cantrip, it mustn’t be able to damage a target.<br>
The wand has a number of charges equal to your Intelligence modifier (minimum of 1) with which to cast the imbued cantrips (0 charges), 1st-level spells (1 charge), or 2nd-level spells (2 charges). A creature holding the wand can use an action to cast one of the spells from it using your spell save DC, spell attack bonus, and spellcasting ability. The wand ceases to be magical the next time you finish a long rest.
The wand has a number of charges equal to your Intelligence modifier (minimum of 1) with which to cast the imbued cantrips (0 charges), 1st-level spells (1 charge), or 2nd-level spells (2 charges). A creature holding the wand can use an action to cast one of the spells from it using your spell save DC, spell attack bonus, and spellcasting ability. The wand ceases to be magical the next time you finish a long rest.
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==== Manifest Charges. ====
==== Manifest Charges. ====
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*When you or another creature that you can see within 30 feet of you takes damage, you can use your reaction to expend 1 or more of the wand’s core charges to create a magical barrier, reducing the damage taken by an amount equal to three times the number of core charges spent.
*When you or another creature that you can see within 30 feet of you takes damage, you can use your reaction to expend 1 or more of the wand’s core charges to create a magical barrier, reducing the damage taken by an amount equal to three times the number of core charges spent.
In addition, you have gained supreme mastery and understanding of wands. If you expend the last charge of a staff or wand, you needn’t roll a d20, even if it says to. Further, the gold and time you must spend to craft a magic wand is halved.
In addition, you have gained supreme mastery and understanding of wands. If you expend the last charge of a staff or wand, you needn’t roll a d20, even if it says to. Further, the gold and time you must spend to craft a magic wand is halved.
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=== School of War Magic ===
=== School of War Magic ===
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Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.<br>
Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.<br>
In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty Fireball if I die before I can cast it?”
In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty Fireball if I die before I can cast it?”
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==== Arcane Deflection. ====
==== Arcane Deflection. ====
At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.<br>
At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.<br>
When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.
When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.
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==== Tactical Wit. ====
==== Tactical Wit. ====
Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
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==== Power Surge. ====
==== Power Surge. ====
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You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.<br>
You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.<br>
Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.
Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.
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==== Durable Magic. ====
==== Durable Magic. ====
Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.
Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.
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==== Deflecting Shroud. ====
==== Deflecting Shroud. ====
At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.
At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.
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