Wizard: Difference between revisions

47 bytes added ,  03:40, 25 November 2022
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==== Abjuration Savant ====
==== Abjuration Savant ====
''2nd Level School of Abjuration feature''<br>
''2nd Level School of Abjuration Feature''<br>
The GP and time you must spend to copy an Abjuration Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Abjuration Spells into your Spellbook.
The GP and time you must spend to copy an Abjuration Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Abjuration Spells into your Spellbook.
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==== Arcane Ward ====
==== Arcane Ward ====
''2nd Level School of Abjuration feature''<br>
''2nd Level School of Abjuration Feature''<br>
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. This Arcane Ward has a Hit Point Maximum equal to twice your Wizard Level + your Intelligence Modifier. Whenever you take Damage, your Arcane Ward takes the Damage instead. If this Damage reduces the Arcane Ward to 0 Hit Points, you take any remaining Damage.<br>
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. This Arcane Ward has a Hit Point Maximum equal to twice your Wizard Level + your Intelligence Modifier. Whenever you take Damage, your Arcane Ward takes the Damage instead. If this Damage reduces the Arcane 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.<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.<br>
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==== Projected Ward ====
==== Projected Ward ====
''6th Level School of Abjuration feature''<br>
''6th Level School of Abjuration Feature''<br>
When a creature that you can see within 30ft 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.
When a creature that you can see within 30ft 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 ====
''10th Level School of Abjuration feature''<br>
''10th Level School of Abjuration Feature''<br>
When you cast an Abjuration Spell that requires you to make an Ability Check as a part of casting that Spell, you add your Proficiency Bonus to that Ability Check.
When you cast an Abjuration Spell that requires you to make an Ability Check as a part of casting that Spell, you add your Proficiency Bonus to that Ability Check.
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==== Spell Resistance ====
==== Spell Resistance ====
''14th Level School of Abjuration feature''<br>
''14th Level School of Abjuration Feature''<br>
You have Advantage on Saving Throws against Spells. Furthermore, you have Resistance to Damage dealt by Spells.
You have Advantage on Saving Throws against Spells. Furthermore, you have Resistance to Damage dealt by Spells.
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==== Training in War and Song ====
==== Training in War and Song ====
''2nd Level School of Bladesinging feature''<br>
''2nd Level School of Bladesinging Feature''<br>
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.
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 ====
''2nd Level School of Bladesinging feature''<br>
''2nd Level School of Bladesinging Feature''<br>
You can invoke an elven magic called the Bladesong, provided that you aren’t wearing Medium or Heavy Armor or using a shield. It graces you with supernatural speed, agility, and focus.<br>
You can invoke an elven magic called the Bladesong, provided that you aren’t wearing Medium or Heavy Armor or using a shield. It graces you with supernatural speed, agility, and focus.<br>
You can use a Bonus Action to start the Bladesong, which lasts for 1 minute. It ends early if you are Incapacitated, if you don Medium or Heavy Armor or a Shield, or if you use two hands to make an Attack with a Weapon. You can also dismiss the Bladesong at any time as a Free Action. While your Bladesong is active, you gain the following benefits:
You can use a Bonus Action to start the Bladesong, which lasts for 1 minute. It ends early if you are Incapacitated, if you don Medium or Heavy Armor or a Shield, or if you use two hands to make an Attack with a Weapon. You can also dismiss the Bladesong at any time as a Free Action. While your Bladesong is active, you gain the following benefits:
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==== Extra Attack ====
==== Extra Attack ====
''6th Level School of Bladesinging feature''<br>
''6th Level School of Bladesinging Feature''<br>
You can perform an additional Attack as part of the Attack Action.<br>
You can perform an additional Attack as part of the Attack Action.<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.  
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.  
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==== Magical Attacks ====
==== Magical Attacks ====
''6th Level School of Bladesinging feature''<br>
''6th Level School of Bladesinging Feature''<br>
When you take the Attack Action, you can replace one of the Attacks to cast a single Cantrip with a Casting Time of 1 Action or Bonus Action.
When you take the Attack Action, you can replace one of the Attacks to cast a single Cantrip with a Casting Time of 1 Action or Bonus Action.
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==== Song of Defense ====
==== Song of Defense ====
''10th Level School of Bladesinging feature''<br>
''10th Level School of Bladesinging Feature''<br>
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.
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 ====
''14 Level School of Bladesinging feature''<br>
''14 Level School of Bladesinging Feature''<br>
You can add your Intelligence Modifier to the Damage of your Melee Weapon Attacks while your Bladesong is active.
You can add your Intelligence Modifier to the Damage of your Melee Weapon Attacks while your Bladesong is active.
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==== Chronal Shift ====
==== Chronal Shift ====
''2nd Level School of Chronomancy feature''<br>
''2nd Level School of Chronomancy Feature''<br>
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 30ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can force the creature to reroll.<br>
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 30ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can force the creature to reroll.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.
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==== Temporal Awareness ====
==== Temporal Awareness ====
''2nd Level School of Chronomancy feature''<br>
''2nd Level School of Chronomancy Feature''<br>
You add your Intelligence Modifier to your Initiative Checks.
You add your Intelligence Modifier to your Initiative Checks.
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==== Momentary Stasis ====
==== Momentary Stasis ====
''6th Level School of Chronomancy feature''<br>
''6th Level School of Chronomancy Feature''<br>
As an Action, you can magically force a Large or smaller creature you can see within 60ft of you to make a Constitution Saving Throw against your Spell Save DC. On a failed Save, 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>
As an Action, you can magically force a Large or smaller creature you can see within 60ft of you to make a Constitution Saving Throw against your Spell Save DC. On a failed Save, 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, regaining expended uses when you finish a Long Rest.
You can use this feature a number of times equal to your Intelligence Modifier, regaining expended uses when you finish a Long Rest.
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==== Arcane Abeyance ====
==== Arcane Abeyance ====
''10th Level School of Chronomancy feature''<br>
''10th Level School of Chronomancy Feature''<br>
When you cast a Spell using a Spell Slot of 4th Level or lower, you can condense the Spell’s magic into a mote. The Spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with a 15AC and 1 Hit Point, and it is Immune to Poison and Psychic Damage. When the bead dissipates over time, or if the bead is destroyed, it vanishes in a flash of light, and the Spell is lost.<br>
When you cast a Spell using a Spell Slot of 4th Level or lower, you can condense the Spell’s magic into a mote. The Spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with a 15AC and 1 Hit Point, and it is Immune to Poison and Psychic Damage. When the bead dissipates over time, or if the bead is destroyed, it vanishes in a flash of light, and the Spell is lost.<br>
A creature holding the bead can use its Action to release the Spell within, causing the bead to disappear. The Spell uses your Spell Attack Bonus and Spell Save DC, but 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, causing the bead to disappear. The Spell uses your Spell Attack Bonus and Spell Save DC, but the Spell treats the creature who released it as the caster for all other purposes.<br>
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==== Convergent Future ====
==== Convergent Future ====
''14th Level School of Chronomancy feature''<br>
''14th Level School of Chronomancy Feature''<br>
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 60ft of you makes an Attack Roll, Ability Check, or 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>
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 60ft of you makes an Attack Roll, Ability Check, or 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.
When you use this feature, you gain one level of Exhaustion.
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==== Conjuration Savant ====
==== Conjuration Savant ====
''2nd Level School of Conjuration feature''<br>
''2nd Level School of Conjuration Feature''<br>
The GP and time you must spend to copy an Conjuration Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Conjuration Spells into your Spellbook.
The GP and time you must spend to copy an Conjuration Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Conjuration Spells into your Spellbook.
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==== Minor Conjuration ====
==== Minor Conjuration ====
''2nd Level School of Conjuration feature''<br>
''2nd Level School of Conjuration Feature''<br>
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 10ft of you. This object can be no larger than 3ft on a side and weigh no more than 10lbs, 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 a Range of 5ft.<br>
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 10ft of you. This object can be no larger than 3ft on a side and weigh no more than 10lbs, 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 a Range of 5ft.<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 ====
''6th Level School of Conjuration feature''<br>
''6th Level School of Conjuration Feature''<br>
You can use yourAction to teleport up to 30ft to an unoccupied space that you can see.<br>
You can use yourAction to teleport up to 30ft to an unoccupied space that you can see.<br>
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>
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>
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==== Focused Conjuration ====
==== Focused Conjuration ====
''10th Level School of Conjuration feature''<br>
''10th Level School of Conjuration Feature''<br>
While you are Concentrating on a Conjuration Spell, your Concentration can’t be broken as a result of taking Damage.
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 [may replace based on if I remove the summon creatures spell] ====
==== Durable Summons [may replace based on if I remove the summon creatures spell] ====
''14th Level School of Conjuration feature''<br>
''14th Level School of Conjuration Feature''<br>
Any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Any creature that you summon or create with a conjuration spell has 30 temporary hit points.
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==== Divination Savant ====
==== Divination Savant ====
''2nd Level School of Divination feature''<br>
''2nd Level School of Divination Feature''<br>
The GP and time you must spend to copy an Divination Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Diviation Spells into your Spellbook.
The GP and time you must spend to copy an Divination Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Diviation Spells into your Spellbook.
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==== Portent ====
==== Portent ====
''2nd Level School of Divination feature''<br>
''2nd Level School of Divination Feature''<br>
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, Ability Check, or Saving Throw 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>
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, Ability Check, or Saving Throw 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 ====
''6th Level School of Divination feature''<br>
''6th Level School of Divination Feature''<br>
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 Slot Level lower than the Spell you cast but can’t be higher than 5th 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 Slot Level lower than the Spell you cast but can’t be higher than 5th Level.
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==== The Third Eye ====
==== The Third Eye ====
''10th Level School of Divination feature''<br>
''10th Level School of Divination Feature''<br>
You can use your Action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are Incapacitated or until you finish a Long Rest:
You can use your Action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are Incapacitated or until you finish a Long Rest:
*'''Darkvision.''' You gain Darkvision out to a Range of 120ft.
*'''Darkvision.''' You gain Darkvision out to a Range of 120ft.
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==== Greater Portent ====
==== Greater Portent ====
''14th Level School of Divination feature''<br>
''14th Level School of Divination Feature''<br>
The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll four d20s for your Portent feature, rather than two.
The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll four d20s for your Portent feature, rather than two.
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==== Enchantment Savant ====
==== Enchantment Savant ====
''2nd Level School of Enchantment feature''<br>
''2nd Level School of Enchantment Feature''<br>
The GP and time you must spend to copy an Enchantment Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Enchantment Spells into your Spellbook.
The GP and time you must spend to copy an Enchantment Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Enchantment Spells into your Spellbook.
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==== Hypnotic Gaze ====
==== Hypnotic Gaze ====
''2nd Level School of Enchantment feature''<br>
''2nd Level School of Enchantment Feature''<br>
When you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be Charmed by you until the end of your next turn. The Charmed creature’s speed drops to 0, and the creature is Incapacitated and visibly dazed.<br>
When you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be Charmed by you until the end of your next turn. The Charmed creature’s speed drops to 0, and the creature is Incapacitated and visibly dazed.<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>
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>
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==== Instinctive Charm ====
==== Instinctive Charm ====
''6th Level School of Enchantment feature''<br>
''6th Level School of Enchantment Feature''<br>
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>
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 ====
''10th Level School of Enchantment feature''<br>
''10th Level School of Enchantment Feature''<br>
When you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
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 ====
''14th Level School of Enchantment feature''<br>
''14th Level School of Enchantment Feature''<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>
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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==== Evocation Savant ====
==== Evocation Savant ====
''2nd Level School of Evocation feature''<br>
''2nd Level School of Evocation Feature''<br>
The GP and time you must spend to copy an Evocation Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Evocation Spells into your Spellbook.
The GP and time you must spend to copy an Evocation Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Evocation Spells into your Spellbook.
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==== Sculpt Spells ====
==== Sculpt Spells ====
''2nd Level School of Evocation feature''<br>
''2nd Level School of Evocation Feature''<br>
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.
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 ====
''6th Level School of Evocation feature''<br>
''6th Level School of Evocation Feature''<br>
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.
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 ====
''10th Level School of Evocation feature''<br>
''10th Level School of Evocation Feature''<br>
You can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
You can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
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==== Overchannel ====
==== Overchannel ====
''14th Level School of Evocation feature''<br>
''14th Level School of Evocation Feature''<br>
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>
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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==== Adjust Density ====
==== Adjust Density ====
''2nd Level School of Graviturgy feature''<br>
''2nd Level School of Graviturgy Feature''<br>
As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target’s weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).<br>
As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target’s weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).<br>
While the weight of a creature is halved by this effect, the creature’s speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature’s speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.<br>
While the weight of a creature is halved by this effect, the creature’s speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature’s speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.<br>
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==== Gravity Well ====
==== Gravity Well ====
''6th Level School of Graviturgy feature''<br>
''6th Level School of Graviturgy Feature''<br>
You’ve learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.
You’ve learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.
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Violent Attraction
Violent Attraction
''10th Level School of Graviturgy feature''<br>
''10th Level School of Graviturgy Feature''<br>
When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack’s velocity, causing the attack’s target to take an extra 1d10 damage of the weapon’s type.<br>
When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack’s velocity, causing the attack’s target to take an extra 1d10 damage of the weapon’s type.<br>
Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall’s damage by 2d10.<br>
Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall’s damage by 2d10.<br>
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Event Horizon
Event Horizon
''14th Level School of Graviturgy feature''<br>
''14th Level School of Graviturgy Feature''<br>
As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.<br>
As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.<br>
Once you use this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
Once you use this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
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==== Cantrip Savant ====
==== Cantrip Savant ====
''2nd Level School of Hedge Magic feature''<br>
''2nd Level School of Hedge Magic Feature''<br>
Your unorthodox relationship with arcane magic allows you to you learn fundamental magics not traditionally associated with wizards. 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. 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 ====
''2nd Level School of Hedge Magic feature''<br>
''2nd Level School of Hedge Magic Feature''<br>
Your deep understanding of the low magics allows you to add them to your spellbook at a discount. 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. 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 ====
''6th Level School of Hedge Magic feature''<br>
''6th Level School of Hedge Magic Feature''<br>
Your skill with basic magic is second to none, allowing you to spontaneously cast low-level spells that you haven't prepared. Beginning at 6th level, you can use your action to cast any spell of 2nd-level or lower from your spellbook, even if you don't have the spell prepared, expending the appropriate spell slot. The spell must have a casting time of one action.<br>
Your skill with basic magic is second to none, allowing you to spontaneously cast low-level spells that you haven't prepared. Beginning at 6th level, you can use your action to cast any spell of 2nd-level or lower from your spellbook, even if you don't have the spell prepared, expending the appropriate spell slot. The spell must have a casting time of one action.<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>
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>
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==== Hardy Magic ====
==== Hardy Magic ====
''10th Level School of Hedge Magic feature''<br>
''10th Level School of Hedge Magic Feature''<br>
Learning your magic out in the wild instead of the controlled environment of a formal school has made you hardier than most wizards. 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. 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 ====
''14th Level School of Hedge Magic feature''<br>
''14th Level School of Hedge Magic Feature''<br>
Your understanding of arcane fundamentals allows you to recycle the energy of failed spells. 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. 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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==== Illusion Savant ====
==== Illusion Savant ====
''2nd Level School of Illusion feature''<br>
''2nd Level School of Illusion Feature''<br>
The GP and time you must spend to copy an Illusion Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Illusion Spells into your Spellbook.
The GP and time you must spend to copy an Illusion Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Illusion Spells into your Spellbook.
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==== Improved Minor Illusion ====
==== Improved Minor Illusion ====
''2nd Level School of Illusion feature''<br>
''2nd Level School of Illusion Feature''<br>
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>
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 ====
''6th Level School of Illusion feature''<br>
''6th Level School of Illusion Feature''<br>
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.
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 ====
''10th Level School of Illusion feature''<br>
''10th Level School of Illusion Feature''<br>
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 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. ====
''14th Level School of Illusion feature''<br>
''14th Level School of Illusion Feature''<br>
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>
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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== School of Necromancy ==
== School of Necromancy ==
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==== Necromancy Savant ====
==== Necromancy Savant ====
''2nd Level School of Necromancy feature''<br>
''2nd Level School of Necromancy Feature''<br>
The GP and time you must spend to copy a Necromancy Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Necromancy Spells into your Spellbook.
The GP and time you must spend to copy a Necromancy Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Necromancy Spells into your Spellbook.
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==== Grim Harvest ====
==== Grim Harvest ====
''2nd Level School of Necromancy feature''<br>
''2nd Level School of Necromancy Feature''<br>
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.
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 ====
''6th Level School of Necromancy feature''<br>
''6th Level School of Necromancy Feature''<br>
You add the Animate Dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:
You add the Animate Dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:
*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.
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==== Inured to Undeath ====
==== Inured to Undeath ====
''10th Level School of Necromancy feature''<br>
''10th Level School of Necromancy Feature''<br>
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.
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 ====
''14th Level School of Necromancy feature''<br>
''14th Level School of Necromancy Feature''<br>
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>
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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==== Bonus Proficiencies ====
==== Bonus Proficiencies ====
''2nd Level School of Onomancy feature''<br>
''2nd Level School of Onomancy Feature''<br>
You learn one Language of your choice and gain Proficiency with Calligrapher’s Tools.
You learn one Language of your choice and gain Proficiency with Calligrapher’s Tools.
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==== Extract Name ====
==== Extract Name ====
''2nd Level School of Onomancy feature''<br>
''2nd Level School of Onomancy Feature''<br>
You can magically compel a creature to divulge its True Name. As a Bonus Action, you target one creature you can see within 60ft of you. The target must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, you learn that creature's True Name. If a creature succeeds on the Save, you don't learn that creature's True Name and cannot use this feature on that creature again until the end of your next Long Rest.
You can magically compel a creature to divulge its True Name. As a Bonus Action, you target one creature you can see within 60ft of you. The target must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, you learn that creature's True Name. If a creature succeeds on the Save, you don't learn that creature's True Name and cannot use this feature on that creature again until the end of your next Long Rest.
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==== Fateful Naming ====
==== Fateful Naming ====
''2nd Level School of Onomancy feature''<br>
''2nd Level School of Onomancy Feature''<br>
You can bend magic to hinder creatures through the power of their True Names. When you cast a Spell and speak the True Name of a creature that is the target of Spell, if that creature is within Range of the Spell, you can target the creature with the Spell even if you can’t see the creature or it has Total Cover against the Spell. Additionally, when you target a creature in this way, you can change the Damage Type of the Spell to either Force or Psychic Damage for that creature.
You can bend magic to hinder creatures through the power of their True Names. When you cast a Spell and speak the True Name of a creature that is the target of Spell, if that creature is within Range of the Spell, you can target the creature with the Spell even if you can’t see the creature or it has Total Cover against the Spell. Additionally, when you target a creature in this way, you can change the Damage Type of the Spell to either Force or Psychic Damage for that creature.
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==== Destructive Naming ====
==== Destructive Naming ====
''6th Level School of Onomancy feature''<br>
''6th Level School of Onomancy Feature''<br>
When you cast a Spell and speak the True Name of a creature that is the target of Spell, if that creature failed a Saving Throw imposed by the Spell, you can choose to either knock that creature Prone, or move that creature up to its movement.
When you cast a Spell and speak the True Name of a creature that is the target of Spell, if that creature failed a Saving Throw imposed by the Spell, you can choose to either knock that creature Prone, or move that creature up to its movement.
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==== Forceful Naming ====
==== Forceful Naming ====
''10th Level School of Onomancy feature''<br>
''10th Level School of Onomancy Feature''<br>
When you cast a Spell and speak the True Name of a creature that is the target of Spell, you gain 3d8 Temporary Hit Points and any Saving Throw imposed by that Spell on that creature are made at Disadvantage.
When you cast a Spell and speak the True Name of a creature that is the target of Spell, you gain 3d8 Temporary Hit Points and any Saving Throw imposed by that Spell on that creature are made at Disadvantage.
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==== Final Naming ====
==== Final Naming ====
''14th Level School of Onomancy feature''<br>
''14th Level School of Onomancy Feature''<br>
As an Action you can expend a Spell Slot and speak the True Name of a creature that can hear you. That creature must make a Charisma Saving Throw against your Spell Save DC, on a failed Save, harmless ripples begin in that creature that last for 7 days. During this time, as an Action you can speak the True Name of that creature again while it can hear you to end this effect. When you do this, you roll 3d12 for every Spell Level of the expended Spell Slot. If the total rolled is greater than the creature's Current Hit Points, it dies.
As an Action you can expend a Spell Slot and speak the True Name of a creature that can hear you. That creature must make a Charisma Saving Throw against your Spell Save DC, on a failed Save, harmless ripples begin in that creature that last for 7 days. During this time, as an Action you can speak the True Name of that creature again while it can hear you to end this effect. When you do this, you roll 3d12 for every Spell Level of the expended Spell Slot. If the total rolled is greater than the creature's Current Hit Points, it dies.
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==== Ritual Savant ====
==== Ritual Savant ====
''2nd Level School of Rituals feature''<br>
''2nd Level School of Rituals Feature''<br>
The GP and time you must spend to copy a Ritual Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Ritual Spells into your Spellbook.
The GP and time you must spend to copy a Ritual Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Ritual Spells into your Spellbook.
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==== Arcane Anthology ====
==== Arcane Anthology ====
''2nd Level School of Rituals feature''<br>
''2nd Level School of Rituals Feature''<br>
You have learned to perform arcane rituals not normally known to wizards. You add two 1st-level ritual spells of your choice from any spell list to your spellbook.<br>
You have learned to perform arcane rituals not normally known to wizards. You add two 1st-level ritual spells of your choice from any spell list to 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>
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>
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==== Improvised Rituals ====
==== Improvised Rituals ====
''6th Level School of Rituals feature''<br>
''6th Level School of Rituals Feature''<br>
You can improvise the ritual process for spells with which are normally not rituals. 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. 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 ====
''10th Level School of Rituals feature''<br>
''10th Level School of Rituals Feature''<br>
Your deep knowledge of ritual magic allows you to ritualize even non-ritual spells. 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. 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 ====
''14th Level School of Rituals feature''<br>
''14th Level School of Rituals Feature''<br>
You have reached an unparalleled understanding of ritualistic magic and its applications. You can concentrate on the effects of up to two ritual spells at once.<br>
You have reached an unparalleled understanding of ritualistic magic and its applications. You can concentrate on the effects of up to two ritual spells at once.<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>
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>
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==== Wizardly Quill ====
==== Wizardly Quill ====
''2nd Level School of Scribes feature''<br>
''2nd Level School of Scribes Feature''<br>
You can magically create a Tiny quill in your free hand. The magic quill has the following properties:
You can magically create a Tiny quill in your free hand. The magic quill has the following properties:
*The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
*The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
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==== Awakened Spellbook ====
==== Awakened Spellbook ====
''2nd Level School of Scribes feature''<br>
''2nd Level School of Scribes Feature''<br>
Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook. While you are holding the book, it grants you the following benefits:
Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook. While you are holding the book, it grants you the following benefits:
*You can use the book as a spellcasting focus for your wizard spells.
*You can use the book as a spellcasting focus for your wizard spells.
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==== Manifest Mind ====
==== Manifest Mind ====
''6th Level School of Scribes feature''<br>
''6th Level School of Scribes Feature''<br>
You can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).<br>
You can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).<br>
While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).<br>
While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).<br>
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==== Master Scrivener ====
==== Master Scrivener ====
''10th Level School of Scribes feature''<br>
''10th Level School of Scribes Feature''<br>
Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll.<br>
Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll.<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 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>
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==== One with the Word ====
==== One with the Word ====
''14th Level School of Scribes feature''<br>
''14th Level School of Scribes Feature''<br>
Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.<br>
Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.<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>
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>
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==== Arcane Theologian ====
==== Arcane Theologian ====
''2nd Level School of Theurgy feature''<br>
''2nd Level School of Theurgy Feature''<br>
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>
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 ====
''2nd Level School of Theurgy feature''<br>
''2nd Level School of Theurgy Feature''<br>
You learn to channel divine energy directly from the upper planes, and use it to fuel magical effects. You start with one such Channel Divinity effect: Turn Undead and Aberrations. You can use your Channel Divinity a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. If one of your Channel Divinity effects requires a creature to make a saving throw, it uses your wizard spell save DC.<br>
You learn to channel divine energy directly from the upper planes, and use it to fuel magical effects. You start with one such Channel Divinity effect: Turn Undead and Aberrations. You can use your Channel Divinity a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. If one of your Channel Divinity effects requires a creature to make a saving throw, it uses your wizard spell save DC.<br>
Should you find a scroll, tome, or a willing teacher, you can copy additional Channel Divinities into your spellbook. To do so, you must spend 100 gold on blessed inks and parchment and spend 8 hours copying the prayers into your spellbook.
Should you find a scroll, tome, or a willing teacher, you can copy additional Channel Divinities into your spellbook. To do so, you must spend 100 gold on blessed inks and parchment and spend 8 hours copying the prayers into your spellbook.
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==== Divine Arcana ====
==== Divine Arcana ====
''6th Level School of Theurgy feature''<br>
''6th Level School of Theurgy Feature''<br>
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.
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 ====
''10th Level School of Theurgy feature''<br>
''10th Level School of Theurgy Feature''<br>
Your knowledge of the upper planes grants you a measure of protection against evil. 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. 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 ====
''14th Level School of Theurgy feature''<br>
''14th Level School of Theurgy Feature''<br>
You can use your knowledge of the divine to implore the Three for direct aid.<br>
You can use your knowledge of the divine to implore the Three for direct aid.<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>
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>
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==== Transmutation Savant ====
==== Transmutation Savant ====
''2nd Level School of Transmutation feature''<br>
''2nd Level School of Transmutation Feature''<br>
The GP and time you must spend to copy an Transmutation Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Transmutation Spells into your Spellbook.
The GP and time you must spend to copy an Transmutation Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Transmutation Spells into your Spellbook.
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==== Minor Alchemy ====
==== Minor Alchemy ====
''2nd Level School of Transmutation feature''<br>
''2nd Level School of Transmutation Feature''<br>
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.
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 ====
''6th Level School of Transmutation feature''<br>
''6th Level School of Transmutation Feature''<br>
You can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:
You can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:
*Darkvision out to a range of 60 feet
*Darkvision out to a range of 60 feet
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==== Shapechanger ====
==== Shapechanger ====
''10th Level School of Transmutation feature''<br>
''10th Level School of Transmutation Feature''<br>
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 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 ====
''14th Level School of Transmutation feature''<br>
''14th Level School of Transmutation Feature''<br>
You can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.
You can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.
:'''Major Transformation.''' You can transmute one non-magical object—no larger than a 5-foot cube—into another non-magical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
:'''Major Transformation.''' You can transmute one non-magical object—no larger than a 5-foot cube—into another non-magical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
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==== Core Wand ====
==== Core Wand ====
''2nd Level School of Wand Lore feature''<br>
''2nd Level School of Wand Lore Feature''<br>
You create a special wand called a core wand, which you can use as a spellcasting focus for your wizard spells. You determine the wand’s appearance, and only you are capable of using it. You can use a bonus action to summon the wand to your hand, regardless of physical or planar distances. If this wand is destroyed, you can create a new one over the course of 8 hours of work.<br>
You create a special wand called a core wand, which you can use as a spellcasting focus for your wizard spells. You determine the wand’s appearance, and only you are capable of using it. You can use a bonus action to summon the wand to your hand, regardless of physical or planar distances. If this wand is destroyed, you can create a new one over the course of 8 hours of work.<br>
Your core wand gains power each time you use it to cast a spell. This power is represented by core charges. The wand can have up to 7 core charges at a time, and whenever you finish a long rest, the number of core charges in the wand resets to 1. Whenever you expend a spell slot to cast a spell of 1st level or higher while holding your wand, it gains up to a number of core charges equal to half the spell’s level (minimum of 1). You can expend these core charges in the following ways:<br>
Your core wand gains power each time you use it to cast a spell. This power is represented by core charges. The wand can have up to 7 core charges at a time, and whenever you finish a long rest, the number of core charges in the wand resets to 1. Whenever you expend a spell slot to cast a spell of 1st level or higher while holding your wand, it gains up to a number of core charges equal to half the spell’s level (minimum of 1). You can expend these core charges in the following ways:<br>
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==== Wand Savant ====
==== Wand Savant ====
''2nd Level School of Wand Lore feature''<br>
''2nd Level School of Wand Lore Feature''<br>
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.
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 ====
''6th Level School of Transmutation feature''<br>
''6th Level School of Wand Lore Feature''<br>
When you use your Arcane Recovery feature, your core wand regains 3 expended core charges.<br>
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 ====
''10th Level School of Wand Lore Feature''<br>
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>
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 ====
''14th Level School of Transmutation feature''<br>
''14th Level School of Transmutation Feature''<br>
You can convert the core charges within your wand into raw, arcane energy. By manipulating this energy, you can use the wand’s core charges in the following new ways:
You can convert the core charges within your wand into raw, arcane energy. By manipulating this energy, you can use the wand’s core charges in the following new ways:
*As a bonus action, you can expend 1 or more of the wand’s core charges to create a number of motes of magical force equal to the core charges spent. Each mote streaks toward a different target that you can see within 60 feet of you, dealing force damage to each target equal to 1d4 + your Intelligence modifier.
*As a bonus action, you can expend 1 or more of the wand’s core charges to create a number of motes of magical force equal to the core charges spent. Each mote streaks toward a different target that you can see within 60 feet of you, dealing force damage to each target equal to 1d4 + your Intelligence modifier.
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==== Arcane Deflection ====
==== Arcane Deflection ====
''2nd Level School of War Magic feature''<br>
''2nd Level School of War Magic Feature''<br>
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>
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 ====
''2nd Level School of War Magic feature''<br>
''2nd Level School of War Magic Feature''<br>
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.
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 ====
''6th Level School of War Magic feature''<br>
''6th Level School of War Magic Feature''<br>
You can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.<br>
You can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a 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>
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>
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==== Durable Magic ====
==== Durable Magic ====
''10th Level School of War Magic feature''<br>
''10th Level School of War Magic Feature''<br>
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.
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 ====
''14th Level School of War Magic feature''<br>
''14th Level School of War Magic Feature''<br>
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.
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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