Wizard: Difference between revisions
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'''Channel Divinity Option: Turn Undead and Aberrations.''' As an Action, you present your Holy Symbol and speak a prayer censuring the Undead and the other-worldly. Each Undead and Aberration that can see or hear you within 30ft of you must make a Wisdom Saving Throw. If the creature fails its Save, it is Turned for 1 minute or until it takes any Damage. A Turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30ft of you that would be closer than its current space. It also can’t take Reactions. For its Action, it can only take the Dash Action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature must take the Dodge Action. | '''Channel Divinity Option: Turn Undead and Aberrations.''' As an Action, you present your Holy Symbol and speak a prayer censuring the Undead and the other-worldly. Each Undead and Aberration that can see or hear you within 30ft of you must make a Wisdom Saving Throw. If the creature fails its Save, it is Turned for 1 minute or until it takes any Damage. A Turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30ft of you that would be closer than its current space. It also can’t take Reactions. For its Action, it can only take the Dash Action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature must take the Dodge Action. | ||
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==== Divine Arcana ==== | ==== Divine Arcana ==== |
Revision as of 02:30, 26 November 2022
Wizard
Clad in the silver robes that denote her station, a Genasi closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.
Checking and rechecking his work, an Ìqáalìe scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a leonin tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
Level | Proficiency Bonus | Features | Experience Points |
---|---|---|---|
1st | +2 | Spellcasting, Spellbook | 0 |
2nd | +2 | Arcane Tradition | 300 |
3rd | +2 | Cantrip Formulas | 1,000 |
4th | +2 | Ability Score Improvement | 3,000 |
5th | +3 | - | 6,000 |
6th | +3 | Arcane Tradition Feature | 10,000 |
7th | +3 | - | 20,000 |
8th | +3 | Ability Score Improvement | 40,000 |
9th | +4 | - | 60,000 |
10th | +4 | Arcane Tradition Feature | 80,000 |
11th | +4 | - | 100,000 |
12th | +4 | Ability Score Improvement | 120,000 |
13th | +5 | - | 140,000 |
14th | +5 | Arcane Tradition Feature | 160,000 |
15th | +5 | - | 180,000 |
16th | +5 | Ability Score Improvement | 200,000 |
17th | +6 | - | 225,000 |
18th | +6 | Spell Mastery | 250,000 |
19th | +6 | Ability Score Improvement | 300,000 |
20th | +6 | Signature Spell | 350,000 |
Class Information
Hit Dice. 1d6 per Wizard Level
1st Level Hitpoints. 6 + your Constitution Modifier
Higher Level Hitpoints. 1d6 (or 4) + your Constitution Modifier per Wizard Level after 1st
Armor Proficiencies. Light Armor
Weapon Proficiencies. Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Tool Proficiencies. None
Saving Throw Proficiencies. Intelligence and Wisdom
Skill Proficiencies. Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Equipment. A Quarterstaff or a Dagger, an Arcane Focus, an Equipment Pack, and a Spellbook.
Spellcasting
1st Level Wizard Feature
Spellcasting Ability. Intelligence
Spell Save DC. 8 + Your Intelligence Modifier + your Proficiency Bonus
Spell Attack Bonus. Your Intelligence Modifier + your Proficiency Bonus
Spellcasting Focus. An Arcane Focus
Ritual Casting. You can cast any spell in your Spellbook as a Ritual if it has the Ritual tag.
Spell Preparation Method. When you finish a Long Rest, you prepare a number of Spells equal to your Wizard Level + your Intelligence Modifier from the list of spells you have written in your Spellbook.
Level | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|
1st | 3 | 2 | - | - | - | - | - | - | - | - |
2nd | 3 | 3 | - | - | - | - | - | - | - | - |
3rd | 3 | 4 | 2 | - | - | - | - | - | - | - |
4th | 4 | 4 | 3 | - | - | - | - | - | - | - |
5th | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | 5 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | - |
17th | 5 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 1 |
18th | 5 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 1 |
19th | 5 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 1 |
20th | 5 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 1 |
Spellbook
1st Level Wizard Feature
You have a Spellbook that you use for Preparing Spells and Casting Rituals. You can use your Spellbook as an Arcane Focus. You begin with six, 1st Level Spells in the Spellbook. Whenever you gain a Level in this class, you magically scribe two additional Spells of a Level you can cast into your Spellbook.
Additionally, if you find a spell from the Wizard Spell List that you do not have in your Spellbook, you can scribe it into your Spellbook by spending 2 hours and 50GP for every Level of the Spell. This represents using magical inks, practicing the spell, and translating the short-hand used in the spell.
If you copy a Spell from your Spellbook into another Spellbook, you only spend 1 hour and 10GP for each Level of the Spell due to the fact you know how to cast the Spell and you recognize your own short-hand for the formula of the Spell. If you lose your Spellbook, you can copy the spells you have prepared into another Spellbook in the same way.
If you come across a Spell from another class’s Spell List, you can attempt to copy the Spell into your Spellbook, however every time you attempt to do so, you must make an Intelligence (Arcana) Check with a DC of 18 + the Spell's Level. If you fail this Check you must wait until you finish a Long Rest to attempt to do so again for that Spell.
Additionally, if you have a Ritual Spell in your Spellbook, you can cast that Spell as a Ritual with only 1 minute added to the Casting Time instead of 10 minutes, you also don't need to have the Spell Prepared to cast it as a Ritual.
Arcane Tradition
2nd, 6th, 10th, and 14th Level Wizard Feature
You choose one of the Arcane Traditions in the table below that shaped your practice of magic.
Cantrip Formulas
3rd Level Wizard Feature
You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
Ability Score Improvements
4th, 8th, 12th, 16th, and 19th Level Wizard Feature
Your skill and strength expands, choose one of the following:
- Increase one Ability Score of your choice by 3.
- Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
- Increases three Ability Scores of your choice by 1.
- Gain one Feat of your choice.
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.
Spell Mastery
18th Level Wizard Feature
You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st Level and 2nd Level Wizard Spells in your Spellbook. You can cast those Spells at their lowest Level without expending a Spell Slot and they are always Prepared but do not count against your Spells Prepared.
By spending 8 hours in study, you can exchange one or both of the Spells you chose for different spells of the same Level.
Signature Spell
20th Level Wizard Feature
You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd Level Wizard Spells in your Spellbook as your Signature Spells. You always have these Spells Prepared, they don’t count against your number of Spells Prepared, and you can cast each of these Spells at 3rd Level without expending a Spell Slot. You can cast each of these Spells in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of the a Long Rest.
Arcane Traditions
School of Abjuration
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.
Abjuration Savant
2nd Level School of Abjuration Feature
The GP and time you must spend to copy an Abjuration Spell into your Spellbook is halved.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Abjuration Spells into your Spellbook.
Arcane Ward
2nd Level School of Abjuration Feature
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.
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.
Once you create the ward, you can’t create it again until you finish a Long Rest.
Projected Ward
6th Level School of Abjuration Feature
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.
Improved Abjuration
10th Level School of Abjuration Feature
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.
Spell Resistance
14th Level School of Abjuration Feature
You have Advantage on Saving Throws against Spells. Furthermore, you have Resistance to Damage dealt by Spells.
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.
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.
Training in War and Song
2nd Level School of Bladesinging Feature
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.
Bladesong
2nd Level School of Bladesinging Feature
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.
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 gain a bonus to your AC equal to your Intelligence Modifier.
- Your Walking Speed increases by 10ft.
- You have Advantage on Dexterity (Acrobatics) Checks.
- You gain a bonus to any Concentration Check you make equal to your Intelligence Modifier.
You can use this feature a number of times equal to your Proficiency Bonus, regaining you expended uses when you finish a Long Rest.
Extra Attack
6th Level School of Bladesinging Feature
You can perform an additional Attack as part of the Attack Action.
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.
Magical Attacks
6th Level School of Bladesinging Feature
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.
Song of Defense
10th Level School of Bladesinging Feature
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.
Song of Victory
14 Level School of Bladesinging Feature
You can add your Intelligence Modifier to the Damage of your Melee Weapon Attacks while your Bladesong is active.
School of Chronomancy
Focusing on the manipulation of time, those who follow the Chronomancy 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.
Chronal Shift
2nd Level School of Chronomancy Feature
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.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.
Temporal Awareness
2nd Level School of Chronomancy Feature
You add your Intelligence Modifier to your Initiative Checks.
Momentary Stasis
6th Level School of Chronomancy Feature
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.
You can use this feature a number of times equal to your Intelligence Modifier, regaining expended uses when you finish a Long Rest.
Arcane Abeyance
10th Level School of Chronomancy Feature
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.
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.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Convergent Future
14th Level School of Chronomancy Feature
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).
When you use this feature, you gain one level of Exhaustion.
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.
Conjuration Savant
2nd Level School of Conjuration Feature
The GP and time you must spend to copy an Conjuration Spell into your Spellbook is halved.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Conjuration Spells into your Spellbook.
Minor Conjuration
2nd Level School of Conjuration Feature
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.
The object disappears after 1 hour, when you use this feature again, or if it takes or deals any Damage.
Benign Transposition
6th Level School of Conjuration Feature
You can use yourAction to teleport up to 30ft 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.
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.
Focused Conjuration
10th Level School of Conjuration Feature
While you are Concentrating on a Conjuration Spell, your Concentration can’t be broken as a result of taking Damage.
Durable Summons [may replace based on if I remove the summon creatures spell]
14th Level School of Conjuration Feature
Any creature that you summon or create with a conjuration spell has 30 temporary hit points.
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.
Divination Savant
2nd Level School of Divination Feature
The GP and time you must spend to copy an Divination Spell into your Spellbook is halved.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Diviation Spells into your Spellbook.
Portent
2nd Level School of Divination Feature
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.
Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.
Expert Divination
6th Level School of Divination Feature
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.
The Third Eye
10th Level School of Divination Feature
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.
- Ethereal Sight. You gain Trusight out to a Range of 60ft.
- Greater Comprehension. You can understand and read all the writing that you can see.
You can’t use this feature again until you finish a Long Rest.
Greater Portent
14th Level School of Divination Feature
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.
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.
Enchantment Savant
2nd Level School of Enchantment Feature
The GP and time you must spend to copy an Enchantment Spell into your Spellbook is halved.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Enchantment Spells into your Spellbook.
Hypnotic Gaze
2nd Level School of Enchantment Feature
Your soft words and enchanting gaze can magically enthrall another creature. As an Action, choose one creature that you can see within 5ft of you. If the target can see or hear you, it must succeed on a Wisdom Saving Throw against your 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.
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 5ft away from the creature, if the creature can neither see nor hear you, or if the creature takes Damage.
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.
Instinctive Charm
6th Level School of Enchantment Feature
When a creature you can see within 30ft of you Attacks you, you can use your Reaction to divert the attack to another creature in the Attack's Range. The Attacker must make a Wisdom Saving Throw against your 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.
Creatures that can’t be Charmed are unaffected by this feature.
Split Enchantment
10th Level School of Enchantment Feature
When you cast an Enchantment Spell of 1st Level or higher that targets only one creature, you can cause that spell to target a second creature.
Alter Memories
14th Level School of Enchantment Feature
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.
Additionally, once before the Spell ends, you can use your Action to try make the creature forget some of the time it spent Charmed. The creature must succeed on an Intelligence Saving Throw against your Spell Save DC or lose a number of hours of its memory equal to 1 + your Charisma Modifier. You can make the creature forget less time, but the amount of time can’t exceed the duration of the Enchantment Spell cast.
School of Evocation
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing fire, 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.
Evocation Savant
2nd Level School of Evocation Feature
The GP and time you must spend to copy an Evocation Spell into your Spellbook is halved.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Evocation Spells into your Spellbook.
Sculpt Spells
2nd Level School of Evocation Feature
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 creatures 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.
Potent Cantrip
6th Level School of Evocation Feature
Your damaging Cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a Saving Throw against one of your Cantrips, the creature takes half of the Cantrip’s Damage (if any) but suffers no additional effect from the Cantrip.
Empowered Evocation
10th Level School of Evocation Feature
You can add your Intelligence Modifier to one Damage Roll of any Evocation Spell you cast.
Overchannel
14th Level School of Evocation Feature
You can increase the power of your simpler spells. When you cast a Wizard Spell of 5th Level of lower that deals Damage, you can deal maximum Damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you reduce your Current Hit Points by 2d12 for every Level of the Spell immediately after you cast it. Each time you use this feature again before finishing a Long Rest, the Current Hit Points reduced is increased by 1d12.
School of Graviturgy
Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.
Adjust Density
2nd Level School of Graviturgy Feature
As an Action, you can magically alter the weight of one object or creature you can see within 30ft 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 on this effect ends.
While the weight of a creature is halved by this effect, the creature’s Speed increases by 10ft, it can Hump twice as far as normal, and it has Disadvantage on Strength Checks and Saving Throws. While the weight of a creature is doubled by this effect, the creature’s Speed is reduced by 10ft, and it has Advantage on Strength Checks and Saving Throws.
Upon reaching 10th Level in this class, you can target an object or a creature that is Huge or smaller.
Gravity Well
6th Level School of Graviturgy Feature
You’ve learned how to manipulate gravity around a living being: whenever you cast a Spell on a creature, you can move the target 5ft 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 imposed by the Spell.
Violent Attraction
10th Level School of Graviturgy Feature
When another creature that you can see within 60ft of you hits with a Weapon Attack, you can use your Reaction to increase the Attack’s velocity, causing the Attack to deal and additional 1d10 Damage.
Alternatively, if a creature within 60ft of you takes Damage from falling, you can use your Reaction to increase the that Damage by 2d10.
You can use this feature a number of times equal to your Intelligence Modifier, regaining expended uses when you finish a Long Rest.
Event Horizon
14th Level School of Graviturgy Feature
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 on this effect ends. For the Duration, whenever a creature hostile to you starts its turn within 30ft 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 is Slowed 2 until the start of its next turn.
Once you use this feature, you can’t do so again until you finish a Long Rest, unless you expend a Spell Slot of 3rd Level or higher to use it again.
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.
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.
Cantrip Savant
2nd Level School of Hedge Magic Feature
Your unorthodox relationship with arcane magic allows you to you learn the fundamentals of magic not traditionally associated with wizards. You learn one Cantrip of your choice from any class's Spell List. The chosen Cantrip counts as a Wizard Spell for you, but does not count against your number of Cantrips Known. You learn additional Cantrips in this way at certain Levels in this class; one each at 6th Level, 10th Level, and 14th Level.
Self-Taught
2nd Level School of Hedge Magic Feature
Your deep understanding of the low magic allows you to add them to your Spellbook at a discount. The GP and time you must spend to copy a Spell into your Spellbook is halved if the Spell's Level is equal to or lower than your Proficiency Bonus.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Spells of that Level or lower into your Spellbook.
On the Fly
6th Level School of Hedge Magic Feature
Your skill with basic magic is second to none, allowing you to spontaneously cast low-level Spells that you haven't Prepared. 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 by expending the appropriate Spell Slot. The Spell must have a casting time of one Action or Bonus Action.
You can cast a Spell in this way a number of times equal to your Intelligence Modifier, and you regain all expended uses when you finish a Long Rest.
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 5th Level Spells at 18th Level.
Hardy Magic
10th Level School of Hedge Magic Feature
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 fail 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.
Arcane Conservation
14th Level School of Hedge Magic Feature
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 has no effect on any creatures, you regain one expended Spell Slot that is of a lower Level then he previous Spell cast.
When you reach 18th Level in this class, this ability affects any Wizard Spells of 5th Level and lower.
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.
Illusion Savant
2nd Level School of Illusion Feature
The GP and time you must spend to copy an Illusion Spell into your Spellbook is halved.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Illusion Spells into your Spellbook.
Improved Minor Illusion
2nd Level School of Illusion Feature
You learn the Minor Illusion Cantrip. The Cantrip doesn’t count against your number of Cantrips known.
When you cast the Minor Illusion Cantrip, you can create both a sound and an image with a single casting of the Spell.
Malleable Illusions
6th Level School of Illusion Feature
When you cast an Illusion Spell that has a duration of 1 minute or longer, you can use an Action to change the nature of that Illusion (using the Spell’s normal parameters for the Illusion), provided that you can see the Illusion.
Illusory Self
10th Level School of Illusion Feature
You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an Attack against you, you can use your Reaction to interpose the illusory duplicate between the Attacker and yourself. The Attack automatically misses you, then the duplicate dissipates.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Illusory Reality
14th Level School of Illusion Feature
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 active. The object remains real for 1 minute.
The object can’t deal Damage or otherwise directly harm any creature.
School of Necromancy
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.
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.
Necromancy Savant
2nd Level School of Necromancy Feature
The GP and time you must spend to copy a Necromancy Spell into your Spellbook is halved.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Necromancy Spells into your Spellbook.
Grim Harvest
2nd Level School of Necromancy Feature
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 it is a Necromancy Spell. You don’t gain this benefit for killing Constructs or Undead.
Undead Thralls
6th Level School of Necromancy Feature
You add the Animate Dead Spell to your Spellbook. When you cast the Animate Dead Spell, 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 adds your Proficiency Bonus to its Weapon Damage Rolls.
Inured to Undeath
10th Level School of Necromancy Feature
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.
Command Undead
14th Level School of Necromancy Feature
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 60ft of you. That creature must make a Charisma Saving Throw against your 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.
Intelligent Undead are harder to control in this way. If the target has an Intelligence Score of 8 or higher, it has Advantage on the Save. If it fails the Save and has an Intelligence Score of 12 or higher, it can repeat the Saving Throw at the end of every hour until it succeeds and breaks free.
School of Onomancy
Practitioners of magic well know the power of names, not used or given names, but True Names. Wizards who follow the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into language itself, searching for threads of magical significance that weave through names. Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it.
That distinction creates power that onomancers seek to tap. By speaking a target’s true name, the wizard’s spells slip between the cracks of the target’s defenses, conforming to its essential nature through the power of its name. To protect themselves, wizards who follow this tradition often hide their True Names, typically by adopting monikers and pseudonyms.
Bonus Proficiencies
2nd Level School of Onomancy Feature
You learn one Language of your choice and gain Proficiency with Calligrapher’s Tools.
Extract Name
2nd Level School of Onomancy Feature
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 or the fact that it does not have one. 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.
Fateful Naming
2nd Level School of Onomancy Feature
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 the 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.
Destructive Naming
6th Level School of Onomancy Feature
When you cast a Spell and speak the True Name of a creature that is the target of the 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 Speed.
Forceful Naming
10th Level School of Onomancy Feature
When you cast a Spell and speak the True Name of a creature that is the target of the Spell, you gain 3d8 Temporary Hit Points and any Saving Throw imposed by that Spell on that creature are made at Disadvantage.
Final Naming
14th Level School of Onomancy Feature
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.
After you use speak a creature's True Name a second time with this feature, its True Name is shattered and is no longer that creature's True Name. After 1d10 Days if that creature is still living, the creature gains a new True Name which you do not know.
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.
Ritual Savant
2nd Level School of Rituals Feature
The GP and time you must spend to copy a Ritual Spell into your Spellbook is halved.
Additionally, you have Advantage on the Intelligence (Arcana) Check you make to copy non-Wizard Ritual Spells into your Spellbook.
Arcane Suspension
2nd Level School of Rituals Feature
When you finish casting a Ritual, you can inscribe arcane markings into the air surrounding you to delay the effects and suspend the Duration of the Spell. The Ritual remains intact for a number of hours equal to your Intelligence Modifier.
As a Bonus Action, you can activate the effects of one of your suspended Rituals, at which point the Spell’s Duration begins.
Improvised Rituals
6th Level School of Rituals Feature
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 Spells of 5th Level or lower equal to your Intelligence Modifier and give them the Ritual tag until the end of your next Long Rest. You cannot suspend a Spell given the Ritual tag in this way with your Arcane Suspension feature.
Ritualistic Perfectionism
10th Level School of Rituals Feature
You hold yourself to a higher standard with your Rituals. When you cast a Spell of 4th Level or lower as a Ritual, you instead cast that Spell at 5th Level.
Master Ritualist
14th Level School of Rituals Feature
You have reached an unparalleled understanding of ritualistic magic and its applications. When you cast a Spell that requires Concentration as a Ritual, you ignore the Concentration requirement of that spell.
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.
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 School of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!
Wizardly Quill
2nd Level School of Scribes Feature
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 time you must spend to copy a Spell into your Spellbook equals 2 minutes per Spell Level if you use the quill for the transcription.
- 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 5ft of you.
This quill disappears if you create another one or if you Die.
Awakened Spellbook
2nd Level School of Scribes Feature
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:
- 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 of the same Level in your Spellbook, which magically alters the Spell’s formula for this casting only.
- When you cast a Wizard Spell as a Ritual, you can use the Spell’s normal Casting Time, rather than adding 1 minute 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 Long 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.
Manifest Mind
6th Level School of Scribes Feature
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 60ft 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, a scholar from the past, or another form.
While manifested, the spectral mind can hear and see, and it has Darkvision with a range of 60ft. The mind can telepathically share with you what it sees and hears as a Free Action.
Whenever you cast a Wizard Spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your Proficiency Bonus, Regaining expended uses when you finish a Long Rest.
As a Bonus Action, you can cause the spectral mind to move up to 30ft to an unoccupied space that you or it can see. It can pass through creatures but not objects.
The spectral mind stops manifesting if it is ever more than 300ft away from you, if someone casts the Dispel Magic Spell on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a Bonus Action. Once you conjure the mind, you can’t do so again until you finish a Long Rest, unless you expend a Spell Slot of 1st Level or higher to conjure it again.
Master Scrivener
10th Level School of Scribes Feature
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.
The Spellbook must be within 5ft of you when you make the scroll. The chosen Spell must be of 1st or 2nd Level and must have a Casting Time of 1 Action. Once in the scroll, the Spell’s power is enhanced, counting as 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.
The GP and time you must spend to make such a Spell Scroll are halved if you use your Wizardly Quill.
One with the Word
14th Level School of Scribes Feature
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.
Moreover, if you take Damage while your Spellbook’s mind is manifested, you can prevent all of that Damage 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. If there aren’t enough spells in the book to cover this cost, you instead take twice as much Damage as you would have otherwise.
Until you finish 1d6 Long Rests, you are incapable of casting the lost Spells from that Spellbook. After you finish the required number of Long Rests, the Spells reappear in the Spellbook.
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.
Divine Savant
2nd Level School of Theurgy Feature
You gain access to divine magics unavailable to most wizards. When you gain a Level in this class, 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.
Additionally, you automatically succeed any Intelligence (Arcana) Checks to add Spell's from the Cleric Spell List to your Spellbook.
Arcane Divinity
2nd Level School of Theurgy Feature
You gain the ability to harness the power of Bahumat. When you use your Arcane Divinity feature, you must expend a Spell Slot of 1st Level or higher and choose which effect to use out of the Channel Divinity Options you have in your Spellbook. If a Channel Divinity Option requires the target to make a Saving Throw, the DC is equal to your Spell Save DC. You can use this feature number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Whenever a Channel Divinity Option would have you take a specific action with your Holy Symbol, you can instead take that same action with your Wizard Spellcasting Focus.
You add the Turn Undead and Aberrations as a Channel Divinity Option, described below. Additionally, choose another Channel Divinity Option given by Cleric or Paladin (summarized here) and add it to your Spellbook.
Additionally, if you find a Channel Divinity Option do not have in your Spellbook, you can scribe it into your Spellbook by spending 8 hours and 200GP. This represents using magical inks, practicing the spell, and translating it into a short-hand, both divine and arcane.
Channel Divinity Option: Turn Undead and Aberrations. As an Action, you present your Holy Symbol and speak a prayer censuring the Undead and the other-worldly. Each Undead and Aberration that can see or hear you within 30ft of you must make a Wisdom Saving Throw. If the creature fails its Save, it is Turned for 1 minute or until it takes any Damage. A Turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30ft of you that would be closer than its current space. It also can’t take Reactions. For its Action, it can only take the Dash Action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature must take the Dodge Action.
Divine Arcana
6th Level School of Theurgy Feature
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.
Divine Protection
10th Level School of Theurgy Feature
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.
Any creature with an Intelligence of 4 or higher is aware of this effect before it makes its attack against you.
Blessed Intervention
14th Level School of Theurgy Feature
You can use your knowledge of the divine to implore the Three for direct aid.
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.
Once you use this feature to successfully cast a spell, you must complete 1d6+1 long rests before you can use it again.
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.
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.
Transmutation Savant
2nd Level School of Transmutation Feature
The GP and time you must spend to copy an Transmutation Spell into your Spellbook is halved.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Transmutation Spells into your Spellbook.
Minor Alchemy
2nd Level School of Transmutation Feature
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, 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 on the effect, the material reverts to its original substance.
Transmuter’s Stone
6th Level School of Transmutation Feature
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 it gives from the following options:
- The creature gains Darkvision out to a Range of 60ft.
- The creature gains a 10ft bonus to its Speed.
- The creature gains proficiency in Constitution Saving Throws.
- The creature gains 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.
Shapechanger
10th Level School of Transmutation Feature
You add the Polymorph Spell to your Spellbook. You can cast Polymorph without expending a Spell Slot. When you do so, you can target only yourself and transform into a Beast that has a CR of 1 or lower.
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.
Master Transmuter
14th Level School of Transmutation Feature
You can use your Action to consume the reserve of Transmutation magic stored within your Transmuter’s Stone in a single burst. Your Transmuter’s Stone is destroyed and can’t be remade until you finish a Long Rest. When you do so, choose one of the following effects.:
- Major Transformation. You can transmute one non-magical object that is no larger than a 5ft Cube into another non-magical object of similar size and mass with an equal or lesser value. You must spend 10 minutes handling the object to transform it.
- Universal Cure. You remove all Curses, Diseases, and Poisons affecting a creature that you touch with the Transmuter’s Stone. The creature also regains all its Hit Points.
- 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.
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.
Core Wand
2nd Level School of Wand Lore Feature
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.
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:
- 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.
Wand Savant
2nd Level School of Wand Lore Feature
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.
Arcane Battery
6th Level School of Wand Lore Feature
When you use your Arcane Recovery feature, your core wand regains 3 expended core charges.
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.
Imbue Minor Wand
10th Level School of Wand Lore Feature
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.
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.
Manifest Charges
14th Level School of Transmutation Feature
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.
- 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.
School of War Magic
A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.
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.
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?”
Arcane Deflection
2nd Level School of War Magic Feature
You have learned to weave your magic to fortify yourself against harm. When you are hit by an Attack or 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.
When you use this feature, you can’t cast Spells other than Cantrips until the end of your next turn.
Tactical Wit
2nd Level School of War Magic Feature
Your keen ability to assess tactical situations allows you to act quickly in battle. You add your Intelligence Modifier to your Initiative Checks.
Counter Magic
6th Level School of War Magic Feature
You add the Dispel Magic Spell to your Spellbook. Additionally, when you cast Dispel Magic, you can cast it as a Bonus Action.
Durable Magic
10th Level School of War Magic Feature
The magic you channel helps ward off harm. While you are Concentrating on an effect, you have a +2 bonus to your AC and all Saving Throws you make.
Deflecting Shroud
14th Level School of War Magic Feature
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 60ft of you each take Force Damage equal to half your Wizard Level.