Wizard: Difference between revisions

2,481 bytes added ,  15:45, 12 December 2022
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Abjuration Savant || 2nd || You're better at adding Abjuration Spells to your Spellbook
| [[Wizard#Abjuration Savant|Abjuration Savant]] || 2nd || You're better at adding Abjuration Spells to your Spellbook
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| Arcane Ward || 2nd || You can create ward that protects you from Damage and is fueled by your Abjuration Spells
| [[Wizard#Arcane Ward|Arcane Ward]] || 2nd || You can create ward that protects you from Damage and is fueled by your Abjuration Spells
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| Projected Ward || 6th || You can use your Arcane Ward to protect others from Damage
| [[Wizard#Projected Ward|Projected Ward]] || 6th || You can use your Arcane Ward to protect others from Damage
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| Improved Abjuration || 10th || You're better at casting Abjuration Spells
| [[Wizard#Improved Abjuration|Improved Abjuration]] || 10th || You're better at casting Abjuration Spells
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| Spell Resistance || 14th || You're better at resisting Spells
| [[Wizard#Spell Resistance|Spell Resistance]] || 14th || You're better at resisting Spells
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Training in War and Song || 2nd || You get Proficiency with Light Armor, Performance, and a Weapon
| [[Wizard#Training in War and Song|Training in War and Song]] || 2nd || You get Proficiency with Light Armor, Performance, and a Weapon
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| Bladesong || 2nd || You can enter a state where you become faster, get extra AC, and are better at Acrobatics and Concentration Saving Throws
| [[Wizard#Bladesong|Bladesong]] || 2nd || You can enter a state where you become faster, get extra AC, and are better at Acrobatics and Concentration Saving Throws
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| Extra Attack || 6th || You make an additional Attack every time you take the Attack Action
| [[Wizard#Extra Attack|Extra Attack]] || 6th || You make an additional Attack every time you take the Attack Action
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| Magical Attacks || 6th || You can swap Attacks out for Cantrips
| [[Wizard#Magical Attacks|Magical Attacks]] || 6th || You can swap Attacks out for Cantrips
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| Song of Defense || 10th || You can spend Spell Slots to reduce the Damage you take
| [[Wizard#Song of Defense|Song of Defense]] || 10th || You can spend Spell Slots to reduce the Damage you take
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| Song of Victory || 14th || You deal more Damage with Weapon Attacks
| [[Wizard#Song of Victory|Song of Victory]] || 14th || You deal more Damage with Weapon Attacks
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Chronal Shift || 2nd || You can redo rolls
| [[Wizard#Chronal Shift|Chronal Shift]] || 2nd || You can redo rolls
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| Temporal Awareness || 2nd || You're better at Initiative Rolls
| [[Wizard#Temporal awareness|Temporal Awareness]] || 2nd || You're better at Initiative Rolls
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| Momentary Stasis || 6th || You can trap foes in time
| [[Wizard#Momentary Stasis|Momentary Stasis]] || 6th || You can trap foes in time
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| Arcane Abeyance || 10th || You can trap Spells in beads for later use
| [[Wizard#Arcane Abeyance|Arcane Abeyance]] || 10th || You can trap Spells in beads for later use
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| Convergent Future || 14th || You can gain a level or Exhaustion to choose if a roll succeeds or fails
| [[Wizard#Convergent Future|Convergent Future]] || 14th || You can gain a level or Exhaustion to choose if a roll succeeds or fails
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Conjuration Savant || 2nd || You're better at adding Conjuration Spells to your Spellbook
| [[Wizard#Conjuration Savant|Conjuration Savant]] || 2nd || You're better at adding Conjuration Spells to your Spellbook
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| Minor Conjuration || 2nd || You can create small objects
| [[Wizard#Minor Conjuration|Minor Conjuration]] || 2nd || You can create small objects
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| Benign Transposition || 6th || You can teleport creatures
| [[Wizard#Benign Transposition|Benign Transposition]] || 6th || You can teleport creatures
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| Focused Conjuration || 10th || You're better at Concentrating on Conjuration Spells
| [[Wizard#Focused Conjuration|Focused Conjuration]] || 10th || You're better at Concentrating on Conjuration Spells
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| Durable Summons || 14th || Creatures and objects you summon get Temporary Hit Points
| [[Wizard#Durable Summons|Durable Summons]] || 14th || Creatures and objects you summon get Temporary Hit Points
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Divination Savant || 2nd || You're better at adding Divination Spells to your Spellbook
| [[Wizard#Divination Savant|Divination Savant]] || 2nd || You're better at adding Divination Spells to your Spellbook
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| Portent || 2nd || You roll 2d20s after a Long Rest and can use the results to change nearby rolls
| [[Wizard#Portent|Portent]] || 2nd || You roll 2d20s after a Long Rest and can use the results to change nearby rolls
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| Expert Divination || 6th || You can regain low Level Spell Slots when you cast Divination Spells
| [[Wizard#Expert Divination|Expert Divination]] || 6th || You can regain low Level Spell Slots when you cast Divination Spells
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| The Third Eye || 10th || You can get one of three benefits at the end of a Long Rest
| [[Wizard#The Third Eye|The Third Eye]] || 10th || You can get one of three benefits at the end of a Long Rest
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| Greater Portent || 14th || you roll 4d20s instead of 2 for Portent
| [[Wizard#Greater Portent|Greater Portent]] || 14th || you roll 4d20s instead of 2 for Portent
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Enchantment Savant || 2nd || You're better at adding Enchantment Spells to your Spellbook
| [[Wizard#Enchantment Savant|Enchantment Savant]] || 2nd || You're better at adding Enchantment Spells to your Spellbook
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| Hypnotic Gaze || 2nd || You can Charm and Incapacitate your foes
| [[Wizard#Hypnotic Gaze|Hypnotic Gaze]] || 2nd || You can Charm and Incapacitate your foes
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| Instinctive Charm || 6th || When a creature tries to Attack you, you can make it Attack someone else
| [[Wizard#Instinctive Charm|Instinctive Charm]] || 6th || When a creature tries to Attack you, you can make it Attack someone else
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| Split Enchantment || 10th || You can target more creatures with Enchantment Spells
| [[Wizard#Split Enchantment|Split Enchantment]] || 10th || You can target more creatures with Enchantment Spells
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| Alter Memories || 14th || You can remove a Charmed creature's memories
| [[Wizard#Alter Memories|Alter Memories]] || 14th || You can remove a Charmed creature's memories
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Evocation Savant || 2nd || You're better at adding Evocation Spells to your Spellbook
| [[Wizard#Evocation Savant|Evocation Savant]] || 2nd || You're better at adding Evocation Spells to your Spellbook
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| Sculpt Spells || 2nd || You can make your allies automatically succeed on your Evocation Spells
| [[Wizard#Sculpt Spells|Sculpt Spells]] || 2nd || You can make your allies automatically succeed on your Evocation Spells
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| Potent Cantrip || 6th || You're Cantrips deal half Damage on a successful Save
| [[Wizard#Potent Cantrip|Potent Cantrip]] || 6th || You're Cantrips deal half Damage on a successful Save
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| Empowered Evocation || 10th || You deal extra Damage with Evocation Spells
| [[Wizard#Empowered Evocation|Empowered Evocation]] || 10th || You deal extra Damage with Evocation Spells
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| Overchannel || 14th || You can deal maximum Damage with Spells at the cost of reducing your health temporarily
| [[Wizard#Overchannel|Overchannel]] || 14th || You can deal maximum Damage with Spells at the cost of reducing your health temporarily
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Adjust Gravity || 2nd || You can change the weight of an object or creature, either slowing it but making it better at Strength Checks and Saving Throws, or speeding it up but making it worse at Strength Checks and Saving Throws
| [[Wizard#Adjust Gravity|Adjust Gravity]] || 2nd || You can change the weight of an object or creature, either slowing it but making it better at Strength Checks and Saving Throws, or speeding it up but making it worse at Strength Checks and Saving Throws
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| Gravity Well || 6th || You can push targets of your Spells
| [[Wizard#Gravity Well|Gravity Well]] || 6th || You can push targets of your Spells
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| Violent Attraction || 10th || You can increase or decrease the Damage of nearby Attacks
| [[Wizard#Violent Attraction|Violent Attraction]] || 10th || You can increase or decrease the Damage of nearby Attacks
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| Event Horizon || 14th || You can deal Damage and slow creatures in an area
| [[Wizard#Event Horizon|Event Horizon]] || 14th || You can deal Damage and slow creatures in an area
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Cantrip Savant || 2nd || You get extra Cantrips from any Spell List
| [[Wizard#Cantrip Savant|Cantrip Savant]] || 2nd || You get extra Cantrips from any Spell List
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| Self Taught || 2nd || You're better at adding low Level Spells to your Spellbook
| [[Wizard#Self Taught|Self Taught]] || 2nd || You're better at adding low Level Spells to your Spellbook
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| On the Fly || 6th || You can cast low Level Spells you don't have Prepared
| [[Wizard#On the Fly|On the Fly]] || 6th || You can cast low Level Spells you don't have Prepared
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| Hardy Magic || 10th || You're better at maintaining Concentration
| [[Wizard#Hardy Magic|Hardy Magic]] || 10th || You're better at maintaining Concentration
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| Arcane Conservation || 14th || When you're Spells have no effect, you can regain low Level Spell Slots
| [[Wizard#Arcane Conservation|Arcane Conservation]] || 14th || When you're Spells have no effect, you can regain low Level Spell Slots
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Illusion Savant || 2nd || You're better at adding Illusion Spells to your Spellbook
| [[Wizard#Illusion Savant|Illusion Savant]] || 2nd || You're better at adding Illusion Spells to your Spellbook
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| Improved Minor Illusion || 2nd || You get the Minor Illusion Cantrip and it's better when you cast it
| [[Wizard#Improved Minor Illusion|Improved Minor Illusion]] || 2nd || You get the Minor Illusion Cantrip and it's better when you cast it
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| Malleable Illusions || 6th || You can change your illusions with your Illusion Spells
| [[Wizard#Malleable Illusions|Malleable Illusions]] || 6th || You can change your illusions with your Illusion Spells
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| Illusory Self || 10th || You can create an illusion of yourself to take hits for you
| [[Wizard#Illusory Self|Illusory Self]] || 10th || You can create an illusion of yourself to take hits for you
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| Illusory Reality || 14th || You can make your illusions real for a short time
| [[Wizard#Illusory Reality|Illusory Reality]] || 14th || You can make your illusions real for a short time
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Necromancy Savant || 2nd || You're better at adding Necromancy Spells to your Spellbook
| [[Wizard#Necromancy|Necromancy Savant]] || 2nd || You're better at adding Necromancy Spells to your Spellbook
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| Grim Harvest || 2nd || When you kill a creature, you heal
| [[Wizard#Grim Harvest|Grim Harvest]] || 2nd || When you kill a creature, you heal
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| Undead Thralls || 6th || You get the Animate Dead Spell and its better when you cast it
| [[Wizard#Undead Thralls|Undead Thralls]] || 6th || You get the Animate Dead Spell and its better when you cast it
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| Inured to Undeath || 10th || You get Resistance to Necrotic Damage and your Hit Point Maximum can't be reduced
| [[Wizard#Inured to Undeath|Inured to Undeath]] || 10th || You get Resistance to Necrotic Damage and your Hit Point Maximum can't be reduced
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| Command Undead || 14th || You can take control of Undead you don't control
| [[Wizard#Command Undead|Command Undead]] || 14th || You can take control of Undead you don't control
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Bonus Proficiencies || 2nd || You learn a Language and get Proficiency with Calligrapher's Tools
| [[Wizard#Bonus Proficiencies|Bonus Proficiencies]] || 2nd || You learn a Language and get Proficiency with Calligrapher's Tools
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| Extract Name || 2nd || You can try learn the True Name of a creature
| [[Wizard#Extract Name|Extract Name]] || 2nd || You can try learn the True Name of a creature
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| Fateful Naming || 2nd || If you know the True Name of a creature you don't care about cover or seeing the target for your Spells and you can change the Damage Type to Psychic or Force Damage
| [[Wizard#Fateful Naming|Fateful Naming]] || 2nd || If you know the True Name of a creature you don't care about cover or seeing the target for your Spells and you can change the Damage Type to Psychic or Force Damage
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| Forceful Naming || 6th || If you know the True Name of a creature you can knock it Prone or push it with your Spells
| [[Wizard#Forceful Naming|Forceful Naming]] || 6th || If you know the True Name of a creature you can knock it Prone or push it with your Spells
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| Destructive Naming || 10th || If you know the True Name of a creature you get Temporary Hit Points when you cast a Spell on it, and make the Spell's Attack at Advantage, and it makes the Spell's Saving Throws at Disadvantage
| [[Wizard#Destructive Naming|Destructive Naming]] || 10th || If you know the True Name of a creature you get Temporary Hit Points when you cast a Spell on it, and make the Spell's Attack at Advantage, and it makes the Spell's Saving Throws at Disadvantage
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| Final Naming || 14th || If you know the True Name of a creature you can use a Spell Slot and maybe kill the creature
| [[Wizard#Final Naming|Final Naming]] || 14th || If you know the True Name of a creature you can use a Spell Slot and maybe kill the creature
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Ritual Savant || 2nd || You're better at adding Ritual Spells to your Spellbook
| [[Wizard#Ritual Savant|Ritual Savant]] || 2nd || You're better at adding Ritual Spells to your Spellbook
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| Arcane Suspension || 2nd || You can suspend the effects of Rituals for a few hours
| [[Wizard#Arcane Suspension|Arcane Suspension]] || 2nd || You can suspend the effects of Rituals for a few hours
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| Improvised Rituals || 6th || You can make non-Ritual Spells into Rituals
| [[Wizard#Improvised Rituals|Improvised Rituals]] || 6th || You can make non-Ritual Spells into Rituals
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| Ritualistic Perfectionism || 10th || Your low Level Rituals are all more powerful
| [[Wizard#Ritualistic Perfectionism|Ritualistic Perfectionism]] || 10th || Your low Level Rituals are all more powerful
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| Master Ritualist || 14th || You don't care about Concentration for your Rituals
| [[Wizard#Master Ritualist|Master Ritualist]] || 14th || You don't care about Concentration for your Rituals
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Wizardly Quill || 2nd || You get a magical quill you can use to better copy Spells into your Spellbook
| [[Wizard#Wizardly Quill|Wizardly Quill]] || 2nd || You get a magical quill you can use to better copy Spells into your Spellbook
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| Awakened Spellbook || 2nd || You can make your Spellbook sentient and give it a variety of benefits for your Spells
| [[Wizard#Awakened Spellbook|Awakened Spellbook]] || 2nd || You can make your Spellbook sentient and give it a variety of benefits for your Spells
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| Manifest Mind || 6th || You can summon your sentient Spellbook on the battlefield
| [[Wizard#Manifest Mind|Manifest Mind]] || 6th || You can summon your sentient Spellbook on the battlefield
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| Master Scrivener || 10th || You can make Spell Scrolls better
| [[Wizard#Master Scrivener|Master Scrivener]] || 10th || You can make Spell Scrolls better
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| One with the Word || 14th || You're better at Arcana and you can lose Spells temporarily to resist Damage
| [[Wizard#One with the Word|One with the Word]] || 14th || You're better at Arcana and you can lose Spells temporarily to resist Damage
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Divine Savant || 2nd || You can add some Cleric Spells to your Spellbook when you gain Levels in this class, can use a Holy Symbol as a Wizard Spellcasting focus, and are better at adding Cleric Spells to your Spellbook
| [[Wizard#Divine Savant|Divine Savant]] || 2nd || You can add some Cleric Spells to your Spellbook when you gain Levels in this class, can use a Holy Symbol as a Wizard Spellcasting focus, and are better at adding Cleric Spells to your Spellbook
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| Arcane Divinity || 2nd || You get some Channel Divinities and can spend Spell Slots to use them, you can also add Channel Divinities you find in the world to your Spellbook for this feature
| [[Wizard#Arcane Divinity|Arcane Divinity]] || 2nd || You get some Channel Divinities and can spend Spell Slots to use them, you can also add Channel Divinities you find in the world to your Spellbook for this feature
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| Arcane Theologian || 6th || You can produce a few minor divine effects
| [[Wizard#Arcane Theologian|Arcane Theologian]] || 6th || You can produce a few minor divine effects
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| Divine Protection || 10th || Aberrations and Undead have a harder time Attacking you
| [[Wizard#Divine Protection|Divine Protection]] || 10th || Aberrations and Undead have a harder time Attacking you
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| Divine Arcana || 14th || When you use Arcane Divinity, the next Spell you cast is more powerful
| [[Wizard#Divine Arcana|Divine Arcana]] || 14th || When you use Arcane Divinity, the next Spell you cast is more powerful
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Transmutation Savant || 2nd || You're better at adding Transmutation Spells to your Spellbook
| [[Wizard#Transmutation Savant|Transmutation Savant]] || 2nd || You're better at adding Transmutation Spells to your Spellbook
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| Minor Alchemy || 2nd || You can change the material of an object into another material
| [[Wizard#Minor Alchemy|Minor Alchemy]] || 2nd || You can change the material of an object into another material
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| Transmuter's Stone || 6th || You can create a little stone that improves the creature holding it one of a few benefits
| [[Wizard#Transmuter's Stone|Transmuter's Stone]] || 6th || You can create a little stone that improves the creature holding it one of a few benefits
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| Shapechanger || 10th || You get the Polymorph Spell and it's improved when you cast it
| [[Wizard#Shapechanger|Shapechanger]] || 10th || You get the Polymorph Spell and it's improved when you cast it
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| Master Transmuter || 14th || You can break your Transmuter's Stone one of a couple powerful effects
| [[Wizard#Master Transmuter|Master Transmuter]] || 14th || You can break your Transmuter's Stone one of a couple powerful effects
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Wand Aficionado || 2nd || You can bond yourself to a wand and your Crit Range with Spells increases by 1 when using it
| [[Wizard#Wand Aficionado|Wand Aficionado]] || 2nd || You can bond yourself to a wand and your Crit Range with Spells increases by 1 when using it
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| Spell Slinging || 2nd || When you cast an Instant or 1 Round Duration Spell with your bonded Wand you can improve it in a variety of ways
| [[Wizard#Spell Slinging|Spell Slinging]] || 2nd || When you cast an Instant or 1 Round Duration Spell with your bonded Wand you can improve it in a variety of ways
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| Wand Parry || 6th || You can take less Damage from Spells
| [[Wizard#Wand Parry|Wand Parry]] || 6th || You can take less Damage from Spells
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| Cantrip Versatility || 10th || You can improve your non Damaging Spells
| [[Wizard#Cantrip Versatility|Cantrip Versatility]] || 10th || You can improve your non Damaging Spells
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| Perfected Slinging || 14th || You can use more options for Spell Slinging and regain uses of Spell Slinging each turn
| [[Wizard#Perfected Slinging|Perfected Slinging || 14th || You can use more options for Spell Slinging and regain uses of Spell Slinging each turn
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| Arcane Deflection || 2nd || You can give yourself extra AC or a bonus to a Saving Throw but you can't cast Spells of 1t Level or higher on your next turn
| [[Wizard#Arcane Deflection|Arcane Deflection]] || 2nd || You can give yourself extra AC or a bonus to a Saving Throw but you can't cast Spells of 1t Level or higher on your next turn
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| Tactical Wit || 2nd || You're better at Initiative Rolls
| [[Wizard#Tactical Wit|Tactical Wit]] || 2nd || You're better at Initiative Rolls
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| Counter Magic || 6th || You get Dispel Magic and can cast it quicker
| [[Wizard#Counter Magic|Counter Magic]] || 6th || You get Dispel Magic and can cast it quicker
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| Durable Magic || 10th || You buff your AC while Concentrating on a Spell
| [[Wizard#Durable Magic|Durable Magic]] || 10th || You buff your AC while Concentrating on a Spell
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| Deflecting Shroud || 14th || You can deal Damage to enemies when you use Arcane Deflection
| [[Wizard#Deflecting Shroud|Deflecting Shroud]] || 14th || You can deal Damage to enemies when you use Arcane Deflection
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