Wizard: Difference between revisions

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''1st Level Wizard Feature''<br>
''1st Level Wizard Feature''<br>
You have a Spellbook that you use for Preparing Spells and Casting Rituals. 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.<br>
You have a Spellbook that you use for Preparing Spells and Casting Rituals. 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.<br>
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.<br>
Additionally, if you find a Spell from the [[Wizard Spells|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.<br>
You can use your Spellbook as a Wizard Spellcasting Focus<br>
You can use your Spellbook as a Wizard Spellcasting Focus<br>
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.<br>
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.<br>
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.<br>
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.<br>
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.
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.
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==== Cantrip Formulas ====
==== Cantrip Formulas ====
''3rd Level Wizard Feature''<br>
''3rd Level Wizard Feature''<br>
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.
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.
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==== Signature Spell ====
==== Signature Spell ====
''20th Level Wizard Feature''<br>
''20th Level Wizard Feature''<br>
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.
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.
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==== Abjuration Savant ====
==== Abjuration Savant ====
''2nd Level School of Abjuration Feature''<br>
''2nd Level School of Abjuration Feature''<br>
The GP and time you must spend to copy an Abjuration Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Abjuration Spells into your Spellbook.
The GP and time you must spend to copy an [[Abjuration]] Spell into your Spellbook is halved.<br>
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard [[Abjuration]] Spells into your Spellbook.
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==== Arcane Ward ====
==== Arcane Ward ====
''2nd Level School of Abjuration Feature''<br>
''2nd Level School of Abjuration Feature''<br>
You can weave magic around yourself for protection. When you cast an Abjuration Spell of 1st Level or higher, you can simultaneously use a strand of the Spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. This Arcane Ward has a Hit Point Maximum equal to twice your Wizard Level + your Intelligence Modifier. Whenever you take Damage, your Arcane Ward takes the Damage instead. If this Damage reduces the Arcane Ward to 0 Hit Points, you take any remaining Damage.<br>
You can weave magic around yourself for protection. When you cast an [[Abjuration]] Spell of 1st Level or higher, you can simultaneously use a strand of the Spell's magic to create a magical ward on yourself that lasts until you finish a long rest. This Arcane Ward has a Hit Point Maximum equal to twice your Wizard Level + your Intelligence Modifier. Whenever you take Damage, your Arcane Ward takes the Damage instead. If this Damage reduces the Arcane Ward to 0 Hit Points, you take any remaining Damage.<br>
While the ward has 0 Hit Points, it can’t absorb damage, but its magic remains. Whenever you cast an Abjuration Spell of 1st Level or higher, the ward regains a number of hit points equal to twice the Level of the spell.<br>
While the ward has 0 Hit Points, it can't absorb damage, but its magic remains. Whenever you cast an [[Abjuration]] Spell of 1st Level or higher, the ward regains a number of Hit Points equal to twice the Level of the Spell.<br>
Once you create the ward, you can’t create it again until you finish a Long Rest.
Once you create the ward, you can't create it again until you finish a Long Rest.
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==== Improved Abjuration ====
==== Improved Abjuration ====
''10th Level School of Abjuration Feature''<br>
''10th Level School of Abjuration Feature''<br>
When you cast an Abjuration Spell that requires you to make an Ability Check as a part of casting that Spell, you add your Proficiency Bonus to that Ability Check.
When you cast an [[Abjuration]] Spell that requires you to make an Ability Check as a part of casting that Spell, you add your Proficiency Bonus to that Ability Check.
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==== Spell Resistance ====
==== Spell Resistance ====
''14th Level School of Abjuration Feature''<br>
''14th Level School of Abjuration Feature''<br>
You have Advantage on Saving Throws against Spells. Furthermore, you have Resistance to Damage dealt by Spells.
You have Advantage on Saving Throws against Spells. Additionally, you have Resistance to Damage dealt by Spells.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[Wizard#Training in War and Song|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 [[Armor and Weapon#Light Armor|Light Armor]], Performance, and a [[Armor and Weapons#Weapons|Weapon]]
|-
|-
| [[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
| [[Wizard#Bladesong|Bladesong]] || 2nd || You can enter a state where you become faster, get extra AC, and you are better at Acrobatics and Concentration Saving Throws
|-
|-
| [[Wizard#Extra Attack|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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==== Training in War and Song ====
==== Training in War and Song ====
''2nd Level School of Bladesinging Feature''<br>
''2nd Level School of Bladesinging Feature''<br>
You gain Proficiency with Light Armor, and you gain Proficiency with one type of One-Handed Melee Weapon of your choice. You also gain Proficiency in the Performance Skill if you don’t already have it.
You gain Proficiency with [[Armor and Weapons#Light Armor|Light Armor]], and you gain Proficiency with one type of One-Handed [[Armor and Weapons#Weapons|Melee Weapon]] of your choice. You also gain Proficiency in Performance.
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==== Bladesong ====
==== Bladesong ====
''2nd Level School of Bladesinging Feature''<br>
''2nd Level School of Bladesinging Feature''<br>
You can invoke an elven magic called the Bladesong, provided that you aren’t wearing Medium or Heavy Armor or using a shield. It graces you with supernatural speed, agility, and focus.<br>
You can invoke an elven magic called the Bladesong, provided that you aren't wearing [[Armor and Weapons#Medium Armor|Medium]] or [[Armor and Weapons#Heavy Armor|Heavy Armor]] or wielding a [[Armor and Weapons#Shields|Shield]]. It graces you with supernatural speed, agility, and focus.<br>
You can use a Bonus Action to start the Bladesong, which lasts for 1 minute. It ends early if you are Incapacitated, if you don Medium or Heavy Armor or a Shield, or if you use two hands to make an Attack with a Weapon. You can also dismiss the Bladesong at any time as a Free Action. While your Bladesong is active, you gain the following benefits:
You can use a Bonus Action to start the Bladesong, which lasts for 1 minute. It ends early if you are [[Conditions#Incapacitated|Incapacitated]], if you don [[Armor and Weapons#Medium Armor|Medium]] or [[Armor and Weapons#Heavy Armor|Heavy Armor]] or a [[Armor and Weapons#Shields|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.
*You gain a bonus to your AC equal to your Intelligence Modifier.
*Your Walking Speed increases by 10ft.
*Your Walking Speed increases by 10ft.
*You have Advantage on Dexterity (Acrobatics) Checks.
*You have Advantage on Dexterity (Acrobatics) Checks.
*You gain a bonus to any Concentration Check you make equal to your Intelligence Modifier.
*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.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[Wizard#Chronal Shift|Chronal Shift]] || 2nd || You can redo rolls
| [[Wizard#Chronal Shift|Chronal Shift]] || 2nd || You can reroll a Ability Checks, Attacks, and Saving Throws that several creatures make
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|-
| [[Wizard#Temporal awareness|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 ====
==== Momentary Stasis ====
''6th Level School of Chronomancy Feature''<br>
''6th Level School of Chronomancy Feature''<br>
As an Action, you can magically force a Large or smaller creature you can see within 60ft of you to make a Constitution Saving Throw against your Spell Save DC. On a failed Save, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any Damage. While encased in this way, the creature is Incapacitated and has a speed of 0.<br>
As an Action, you can magically force a Large or smaller creature you can see within 60ft of you to make a Constitution Saving Throw against your Spell Save DC. On a failed Save, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any Damage. While encased in this way, the creature is [[Conditions#Incapacitated|Incapacitated]] and has a Speed of 0.<br>
You can use this feature a number of times equal to your Intelligence Modifier, regaining expended uses when you finish a Long Rest.
You can use this feature a number of times equal to your Intelligence Modifier, regaining expended uses when you finish a Long Rest.
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==== Arcane Abeyance ====
==== Arcane Abeyance ====
''10th Level School of Chronomancy Feature''<br>
''10th Level School of Chronomancy Feature''<br>
When you cast a Spell using a Spell Slot of 4th Level or lower, you can condense the Spell’s magic into a mote. The Spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with a 15AC and 1 Hit Point, and it is Immune to Poison and Psychic Damage. When the bead dissipates over time, or if the bead is destroyed, it vanishes in a flash of light, and the Spell is lost.<br>
When you cast a Spell using a Spell Slot of 4th Level or lower, you can condense the Spell's magic into a mote. The Spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with a 15AC and 1 Hit Point, and it is Immune to Poison and Psychic Damage. When the bead dissipates over time, or if the bead is destroyed, it vanishes in a flash of light, and the Spell is lost.<br>
A creature holding the bead can use its Action to release the Spell within, causing the bead to disappear. The Spell uses your Spell Attack Bonus and Spell Save DC, but the Spell treats the creature who released it as the caster for all other purposes.<br>
A creature holding the bead can use its Action to release the Spell within, causing the bead to disappear. The Spell uses your Spell Attack Bonus and Spell Save DC, but the Spell treats the creature who released it as the caster for all other purposes.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[Wizard#Conjuration Savant|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
|-
|-
| [[Wizard#Minor Conjuration|Minor Conjuration]] || 2nd || You can create small objects
| [[Wizard#Minor Conjuration|Minor Conjuration]] || 2nd || You can create small objects
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| [[Wizard#Benign Transposition|Benign Transposition]] || 6th || You can teleport creatures
| [[Wizard#Benign Transposition|Benign Transposition]] || 6th || You can teleport creatures
|-
|-
| [[Wizard#Focused Conjuration|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
|-
|-
| [[Wizard#Durable Summons|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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==== Conjuration Savant ====
==== Conjuration Savant ====
''2nd Level School of Conjuration Feature''<br>
''2nd Level School of Conjuration Feature''<br>
The GP and time you must spend to copy an Conjuration Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Conjuration Spells into your Spellbook.
The GP and time you must spend to copy an [[Conjuration]] Spell into your Spellbook is halved.<br>
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard [[Conjuration]] Spells into your Spellbook.
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You can use yourAction to teleport up to 30ft to an unoccupied space that you can see.<br>
You can use yourAction to teleport up to 30ft to an unoccupied space that you can see.<br>
Alternatively, you can choose a space within Range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.<br>
Alternatively, you can choose a space within Range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.<br>
Once you use this feature, you can’t use it again until you finish a Long Rest or you cast a Conjuration Spell of 1st Level or higher.
Once you use this feature, you can't use it again until you finish a Long Rest or you cast a [[Conjuration]] Spell of 1st Level or higher.
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==== Focused Conjuration ====
==== Focused Conjuration ====
''10th Level School of Conjuration Feature''<br>
''10th Level School of Conjuration Feature''<br>
While you are Concentrating on a Conjuration Spell, your Concentration can’t be broken as a result of taking Damage.
While you are Concentrating on a [[Conjuration]] Spell, your Concentration can't be broken as a result of taking Damage.
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==== Durable Summons ====
==== Durable Summons ====
''14th Level School of Conjuration Feature''<br>
''14th Level School of Conjuration Feature''<br>
Any creature or object that you summon or create with a Conjuration Spell gain a number of Temporary Hit Points equal to 2 x your Wizard Level.
Any creature or object that you summon or create with a [[Conjuration]] Spell gain a number of Temporary Hit Points equal to 2 x your Wizard Level.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[Wizard#Divination Savant|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
|-
|-
| [[Wizard#Portent|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
|-
|-
| [[Wizard#Expert Divination|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
|-
|-
| [[Wizard#The Third Eye|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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==== Divination Savant ====
==== Divination Savant ====
''2nd Level School of Divination Feature''<br>
''2nd Level School of Divination Feature''<br>
The GP and time you must spend to copy an Divination Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Diviation Spells into your Spellbook.
The GP and time you must spend to copy an [[Divination]] Spell into your Spellbook is halved.<br>
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard [[Divination]] Spells into your Spellbook.
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==== Portent ====
==== Portent ====
''2nd Level School of Divination Feature''<br>
''2nd Level School of Divination Feature''<br>
When you choose this school, glimpses of the future begin to press in on your awareness. When you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any Attack Roll, Ability Check, or Saving Throw made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.<br>
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.<br>
Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.
Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.
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==== Expert Divination ====
==== Expert Divination ====
''6th Level School of Divination Feature''<br>
''6th Level School of Divination Feature''<br>
Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination Spell of 2nd Level or higher using a Spell Slot, you regain one expended Spell Slot. The Slot you regain must be of a Slot Level lower than the Spell you cast but can’t be higher than 5th Level.
Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination Spell of 2nd Level or higher using a Spell Slot, you regain one expended Spell Slot. The Slot you regain must be of a Slot Level lower than the Spell you cast but can't be higher than 5th Level.
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==== The Third Eye ====
==== The Third Eye ====
''10th Level School of Divination Feature''<br>
''10th Level School of Divination Feature''<br>
You can use your Action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are Incapacitated or until you finish a Long Rest:
You can use your Action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are [[Conditions#Incapacitated|Incapacitated]] or until you finish a Long Rest:
*'''Darkvision.''' You gain Darkvision out to a Range of 120ft.
*'''Darkvision.''' You gain Darkvision out to a Range of 120ft.
*'''Ethereal Sight.''' You gain Trusight out to a Range of 60ft.
*'''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.
*'''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.
You can't use this feature again until you finish a Long Rest.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[Wizard#Enchantment Savant|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
|-
|-
| [[Wizard#Hypnotic Gaze|Hypnotic Gaze]] || 2nd || You can Charm and Incapacitate your foes
| [[Wizard#Hypnotic Gaze|Hypnotic Gaze]] || 2nd || You can [[Conditions#Charmed|Charm]] and [[Conditions#Incapacitated|Incapacitate]] your foes
|-
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| [[Wizard#Instinctive Charm|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
|-
|-
| [[Wizard#Split Enchantment|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
|-
|-
| [[Wizard#Alter Memories|Alter Memories]] || 14th || You can remove a Charmed creature's memories
| [[Wizard#Alter Memories|Alter Memories]] || 14th || You can remove a [[Conditions#Charmed|Charmed]] creature's memories
|}
|}
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==== Enchantment Savant ====
==== Enchantment Savant ====
''2nd Level School of Enchantment Feature''<br>
''2nd Level School of Enchantment Feature''<br>
The GP and time you must spend to copy an Enchantment Spell into your Spellbook is halved.<br>
The GP and time you must spend to copy an [[Enchantment]] Spell into your Spellbook is halved.<br>
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Enchantment Spells into your Spellbook.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard [[Enchantment]] Spells into your Spellbook.
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==== Hypnotic Gaze ====
==== Hypnotic Gaze ====
''2nd Level School of Enchantment Feature''<br>
''2nd Level School of Enchantment Feature''<br>
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.<br>
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 [[Conditions#Charmed|Charmed]] by you until the end of your next turn. The Charmed creature's Speed drops to 0, and the creature is [[Conditions#Incapacitated|Incapacitated]] and visibly dazed.<br>
On subsequent turns, you can use your Action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5ft away from the creature, if the creature can neither see nor hear you, or if the creature takes Damage.<br>
On subsequent turns, you can use your Action to maintain this effect, extending its Duration until the end of your next turn. However, the effect ends if you move more than 5ft away from the creature, if the creature can neither see nor hear you, or if the creature takes Damage.<br>
Once the effect ends, or if the creature succeeds on its initial Saving Throw against this effect, you can’t use this feature on that creature again until you finish a Long Rest.
Once the effect ends, or if the creature succeeds on its initial Saving Throw against this effect, you can't use this feature on that creature again until you finish a Long Rest.
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==== Instinctive Charm ====
==== Instinctive Charm ====
''6th Level School of Enchantment Feature''<br>
''6th Level School of Enchantment Feature''<br>
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.<br>
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.<br>
Creatures that can’t be Charmed are unaffected by this feature.
Creatures that can't be Charmed are unaffected by this feature.
<br><br>
<br><br>


==== Split Enchantment ====
==== Split Enchantment ====
''10th Level School of Enchantment Feature''<br>
''10th Level School of Enchantment Feature''<br>
When you cast an Enchantment Spell of 1st Level or higher that targets only one creature, you can cause that Spell to target a second creature.
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.
<br><br>
<br><br>


==== Alter Memories ====
==== Alter Memories ====
''14th Level School of Enchantment Feature''<br>
''14th Level School of Enchantment Feature''<br>
You gain the ability to make a creature unaware of your magical influence on it. When you cast an Enchantment Spell to Charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being Charmed.<br>
You gain the ability to make a creature unaware of your magical influence on it. When you cast an [[Enchantment]] Spell to [[Conditions#Charm|Charm]] one or more creatures, you can alter one creature's understanding so that it remains unaware of being [[Conditions#Charmed|Charmed]].<br>
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.
Additionally, once before the Spell ends, you can use your Action to try make the creature forget some of the time it spent [[Conditions#Charmed|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.
<br><br><br>
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[Wizard#Evocation Savant|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
|-
|-
| [[Wizard#Sculpt Spells|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
|-
|-
| [[Wizard#Potent Cantrip|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
|-
|-
| [[Wizard#Empowered Evocation|Empowered Evocation]] || 10th || You deal extra Damage with Evocation Spells
| [[Wizard#Empowered Evocation|Empowered Evocation]] || 10th || You deal extra Damage with [[Evocation]] Spells
|-
|-
| [[Wizard#Overchannel|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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==== Evocation Savant ====
==== Evocation Savant ====
''2nd Level School of Evocation Feature''<br>
''2nd Level School of Evocation Feature''<br>
The GP and time you must spend to copy an Evocation Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Evocation Spells into your Spellbook.
The GP and time you must spend to copy an [[Evocation]] Spell into your Spellbook is halved.<br>
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard [[Evocation]] Spells into your Spellbook.
<br><br>
<br><br>


==== Sculpt Spells ====
==== Sculpt Spells ====
''2nd Level School of Evocation Feature''<br>
''2nd Level School of Evocation Feature''<br>
You can create pockets of relative safety within the effects of your Evocation Spells. When you cast an Evocation Spell that affects other creatures that you can see, you can choose a number of 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.
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.
<br><br>
<br><br>


==== Potent Cantrip ====
==== Potent Cantrip ====
''6th Level School of Evocation Feature''<br>
''6th Level School of Evocation Feature''<br>
Your damaging Cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a Saving Throw against one of your Cantrips, the creature takes half of the Cantrip’s Damage (if any) but suffers no additional effect from the Cantrip.
Your damaging Cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a Saving Throw against one of your Cantrips, the creature takes half of the Cantrip's Damage (if any) but suffers no additional effect from the Cantrip.
<br><br>
<br><br>


==== Empowered Evocation ====
==== Empowered Evocation ====
''10th Level School of Evocation Feature''<br>
''10th Level School of Evocation Feature''<br>
You can add your Intelligence Modifier to one Damage Roll of any Evocation Spell you cast.
You can add your Intelligence Modifier to one Damage Roll of any [[Evocation]] Spell you cast.
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==== Adjust Density ====
==== Adjust Density ====
''2nd Level School of Graviturgy Feature''<br>
''2nd Level School of Graviturgy Feature''<br>
As an Action, you can magically alter the weight of one object or creature you can see within 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.<br>
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.<br>
While the weight of a creature is halved by this effect, the creature’s Speed increases by 10ft, it can Jump 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.<br>
While the weight of a creature is halved by this effect, the creature's Speed increases by 10ft, it can Jump 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.<br>
When you reach 10th Level in this class, you can target an object or a creature that is Huge or smaller.
When you reach 10th Level in this class, you can target an object or a creature that is Huge or smaller.
<br><br>
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==== Gravity Well ====
==== Gravity Well ====
''6th Level School of Graviturgy Feature''<br>
''6th Level School of Graviturgy Feature''<br>
You’ve learned how to manipulate gravity around a living being: whenever you cast a Spell on a creature, you can move the target 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.
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.
<br><br>
<br><br>


==== Violent Attraction ====
==== Violent Attraction ====
''10th Level School of Graviturgy Feature''<br>
''10th Level School of Graviturgy Feature''<br>
When another creature that you can see within 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.<br>
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.<br>
Alternatively, if a creature within 60ft of you takes Damage from falling, you can use your Reaction to increase the that Damage by 2d10.<br>
Alternatively, if a creature within 60ft of you takes Damage from falling, you can use your Reaction to increase the that Damage by 2d10.<br>
You can use this feature a number of times equal to your Intelligence Modifier, regaining expended uses when you finish a Long Rest.
You can use this feature a number of times equal to your Intelligence Modifier, regaining expended uses when you finish a Long Rest.
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==== Event Horizon ====
==== Event Horizon ====
''14th Level School of Graviturgy Feature''<br>
''14th Level School of Graviturgy Feature''<br>
As an Action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your Concentration 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.<br>
As an Action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your Concentration 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 [[Coonditions#Slowed|Slowed 2]] until the start of its next turn.<br>
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.
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.
<br><br><br>
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==== Cantrip Savant ====
==== Cantrip Savant ====
''2nd Level School of Hedge Magic Feature''<br>
''2nd Level School of Hedge Magic Feature''<br>
Your unorthodox relationship with arcane magic allows you to you learn 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.
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.
<br><br>
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==== On the Fly ====
==== On the Fly ====
''6th Level School of Hedge Magic Feature''<br>
''6th Level School of Hedge Magic Feature''<br>
Your skill with basic magic is second to none, allowing you to spontaneously cast low :evel 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.<br>
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 1 Action or Bonus Action.<br>
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.<br>
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.<br>
As you gain Levels in this class, you can cast more powerful spells with this feature: 3rd Level Spells at 10th Level, 4th Level Spells at 14th Level, and 5th Level Spells at 18th Level.
As you gain Levels in this class, you can cast more powerful spells with this feature: 3rd Level Spells at 10th Level, 4th Level Spells at 14th Level, and 5th Level Spells at 18th Level.
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==== Arcane Conservation ====
==== Arcane Conservation ====
''14th Level School of Hedge Magic Feature''<br>
''14th Level School of Hedge Magic Feature''<br>
Your understanding of arcane fundamentals allows you to recycle the energy of failed spells. When you cast a Wizard Spell of 4th Level or lower and the spell has no effect on any creatures, you regain one expended Spell Slot that is of a lower Level then the Spell you cast. <br>
Your understanding of arcane fundamentals allows you to recycle the energy of failed Spells. When you cast a Wizard Spell of 4th Level or lower and the spell has no effect on any creatures, you regain one expended Spell Slot that is of a lower Level then the Spell you cast. <br>
When you reach 18th Level in this class, this ability affects any Wizard Spells of 5th Level and lower.
When you reach 18th Level in this class, this feature affects any Wizard Spells of 5th Level and lower.
<br><br><br>
<br><br><br>


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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[Wizard#Illusion Savant|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
|-
|-
| [[Wizard#Improved Minor Illusion|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 [[Cantrips#Minor Illusion|Minor Illusion]] Cantrip and it's better when you cast it
|-
|-
| [[Wizard#Malleable Illusions|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
|-
|-
| [[Wizard#Illusory Self|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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==== Illusion Savant ====
==== Illusion Savant ====
''2nd Level School of Illusion Feature''<br>
''2nd Level School of Illusion Feature''<br>
The GP and time you must spend to copy an Illusion Spell into your Spellbook is halved.<br>
The GP and time you must spend to copy an [[Illusion]] Spell into your Spellbook is halved.<br>
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Illusion Spells into your Spellbook.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard [[Illusion]] Spells into your Spellbook.
<br><br>
<br><br>


==== Improved Minor Illusion ====
==== Improved Minor Illusion ====
''2nd Level School of Illusion Feature''<br>
''2nd Level School of Illusion Feature''<br>
You learn the Minor Illusion Cantrip, it is a Wizard Spell for you and doesn’t count against your number of Cantrips known.<br>
You learn the [[Cantrips#Minor Illusion|Minor Illusion]] Cantrip, it is a Wizard Spell for you and doesn't count against your number of Cantrips known.<br>
When you cast the Minor Illusion Cantrip, you can create both a sound and an image with a single casting of the Spell.
When you cast the [[Cantrips#Minor Illusion|Minor Illusion]] Cantrip, you can create both a sound and an image with a single casting of the Spell.
<br><br>
<br><br>


==== Malleable Illusions ====
==== Malleable Illusions ====
''6th Level School of Illusion Feature''<br>
''6th Level School of Illusion Feature''<br>
When you cast an Illusion Spell that has a duration of 1 minute or longer, you can use 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.
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.
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''14th Level School of Illusion Feature''<br>
''14th Level School of Illusion Feature''<br>
You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an Illusion Spell of 1st Level or higher, you can choose one inanimate, non-magical object that is part of the Illusion and make that object real. You can do this on your turn as a Bonus Action while the Spell is active. The object remains real for 1 minute.<br>
You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an Illusion Spell of 1st Level or higher, you can choose one inanimate, non-magical object that is part of the Illusion and make that object real. You can do this on your turn as a Bonus Action while the Spell is active. The object remains real for 1 minute.<br>
The object can’t deal Damage or otherwise directly harm any creature.
The object can't deal Damage or otherwise directly harm any creature.
<br><br><br>
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[Wizard#Necromancy|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
|-
|-
| [[Wizard#Grim Harvest|Grim Harvest]] || 2nd || When you kill a creature, you heal
| [[Wizard#Grim Harvest|Grim Harvest]] || 2nd || When you kill a creature, you heal
|-
|-
| [[Wizard#Undead Thralls|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 [[Level 3#Animate Dead|Animate Dead]] Spell and its better when you cast it
|-
|-
| [[Wizard#Inured to Undeath|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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==== Necromancy Savant ====
==== Necromancy Savant ====
''2nd Level School of Necromancy Feature''<br>
''2nd Level School of Necromancy Feature''<br>
The GP and time you must spend to copy a Necromancy Spell into your Spellbook is halved.<br>
The GP and time you must spend to copy a [[Necromancy]] Spell into your Spellbook is halved.<br>
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Necromancy Spells into your Spellbook.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard [[Necromancy]] Spells into your Spellbook.
<br><br>
<br><br>


==== Grim Harvest ====
==== Grim Harvest ====
''2nd Level School of Necromancy Feature''<br>
''2nd Level School of Necromancy Feature''<br>
You gain the ability to reap life energy from creatures you kill with your Spells. Once per turn when you reduce one or more creatures to 0 Hit Points with a Spell of 1st Level or higher, you regain Hit Points equal to 2 x Spell’s Level, or 3 x its Level if it is a Necromancy Spell. You don’t gain this benefit for reducing Constructs or Undead to 0 Hit Points.
You gain the ability to reap life energy from creatures you kill with your Spells. Once per turn when you reduce one or more creatures to 0 Hit Points with a Spell of 1st Level or higher, you regain Hit Points equal to 2 x Spell's Level, or 3 x its Level if it is a [[Necromancy]] Spell. You don't gain this benefit for reducing Constructs or Undead to 0 Hit Points.
<br><br>
<br><br>


==== Undead Thralls ====
==== Undead Thralls ====
''6th Level School of Necromancy Feature''<br>
''6th Level School of Necromancy Feature''<br>
You add the Animate Dead Spell to your Spellbook. 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:
You add the [[Level 3#Animate Dead|Animate Dead]] Spell to your Spellbook. When you cast the [[Level 3#Animate Dead|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's Hit Point Maximum is increased by an amount equal to your Wizard Level.
*The creature adds your Proficiency Bonus to its Weapon Damage Rolls.
*The creature adds your Proficiency Bonus to its Weapon Damage Rolls.
<br>
<br>
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''10th Level School of Necromancy Feature''<br>
''10th Level School of Necromancy Feature''<br>
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.<br>
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.<br>
You have Resistance to Necrotic Damage, and your Hit Point Maximum can’t be reduced.
You have Resistance to Necrotic Damage, and your Hit Point Maximum can't be reduced.
<br><br>
<br><br>


==== Command Undead ====
==== Command Undead ====
''14th Level School of Necromancy Feature''<br>
''14th Level School of Necromancy Feature''<br>
You can use magic to bring undead under your control, even those created by other wizards. As an Action, you can choose one Undead that you can see within 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.<br>
You can use magic to bring undead under your control, even those created by other wizards. As an Action, you can choose one Undead that you can see within 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.<br>
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.
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.
<br><br><br>
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== School of Onomancy ==
== 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.<br>
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.<br>
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.
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.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[Wizard#Bonus Proficiencies|Bonus Proficiencies]] || 2nd || You learn a Language and get Proficiency with Calligrapher's Tools
| [[Wizard#Bonus Proficiencies|Bonus Proficiencies]] || 2nd || You learn a [[Languages|Language]] and get Proficiency with [[Adventuring Gear#Artisan's Tools|Calligrapher's Tools]]
|-
|-
| [[Wizard#Extract Name|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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==== Bonus Proficiencies ====
==== Bonus Proficiencies ====
''2nd Level School of Onomancy Feature''<br>
''2nd Level School of Onomancy Feature''<br>
You learn one Language of your choice and gain Proficiency with Calligrapher’s Tools.
You learn one [[Languages|Language]] of your choice and gain Proficiency with [[Adventuring Gear#Artisan's Tools|Calligrapher's Tools]].
<br><br>
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==== Fateful Naming ====
==== Fateful Naming ====
''2nd Level School of Onomancy Feature''<br>
''2nd Level School of Onomancy Feature''<br>
You can bend magic to hinder creatures through the power of their True Names. When you cast a Spell and speak the True Name of a creature that is the target of 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.
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.
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''2nd Level School of Rituals Feature''<br>
''2nd Level School of Rituals Feature''<br>
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.<br>
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.<br>
As a Bonus Action, you can activate the effects of one of your suspended Rituals, at which point the Spell’s Duration begins.
As a Bonus Action, you can activate the effects of one of your suspended Rituals, at which point the Spell's Duration begins.
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== School of Scribes ==
== School of Scribes ==
Magic of the book—that’s what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It’s rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.
Magic of the book—that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.
Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the School of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!
Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the School of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!
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''2nd Level School of Scribes Feature''<br>
''2nd Level School of Scribes Feature''<br>
You can magically create a Tiny quill in your free hand. The magic quill has the following properties:
You can magically create a Tiny quill in your free hand. The magic quill has the following properties:
*The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
*The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
*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.
*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.
*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.
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''2nd Level School of Scribes Feature''<br>
''2nd Level School of Scribes Feature''<br>
Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your Spellbook. While you are holding the book, it grants you the following benefits:
Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your Spellbook. While you are holding the book, it grants you the following benefits:
*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 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.
*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.
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.
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==== Manifest Mind ====
==== Manifest Mind ====
''6th Level School of Scribes Feature''<br>
''6th Level School of Scribes Feature''<br>
You can conjure forth the mind of your Awakened Spellbook. As a Bonus Action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 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.<br>
You can conjure forth the mind of your Awakened Spellbook. As a Bonus Action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60ft of you. The spectral mind is intangible and doesn't occupy its space, and it sheds Dim Lioght out to a Range of 10ft. It looks like a ghostly tome, a cascade of text, a scholar from the past, or another form.<br>
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.<br>
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.<br>
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.<br>
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.<br>
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.<br>
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.<br>
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.
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.
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''10th Level School of Scribes Feature''<br>
''10th Level School of Scribes Feature''<br>
Whenever you finish a Long Rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll.<br>
Whenever you finish a Long Rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll.<br>
The Spellbook must be within 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.<br>
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.<br>
The GP and time you must spend to make such a Spell Scroll are halved if you use your Wizardly Quill.
The GP and time you must spend to make such a Spell Scroll are halved if you use your Wizardly Quill.
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''14th Level School of Scribes Feature''<br>
''14th Level School of Scribes Feature''<br>
Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have Advantage on all Intelligence (Arcana) Checks, as the Spellbook helps you remember magical lore.<br>
Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have Advantage on all Intelligence (Arcana) Checks, as the Spellbook helps you remember magical lore.<br>
Moreover, if you take Damage while your Spellbook’s mind is manifested, you can prevent all of that Damage 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.<br>
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.<br>
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.
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.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[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
| [[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
|-
|-
| [[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
| [[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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==== Divine Savant ====
==== Divine Savant ====
''2nd Level School of Theurgy Feature''<br>
''2nd Level School of Theurgy Feature''<br>
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 a Wizard Spellcasting Focus.<br>
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 Spells|Cleric Spell List]]. You can also use a Holy Symbol as a Wizard Spellcasting Focus.<br>
Additionally, you automatically succeed any Intelligence (Arcana) Checks to add Spell's from the Cleric Spell List to your Spellbook.
Additionally, you automatically succeed any Intelligence (Arcana) Checks to add Spell's from the [[Cleric Spells|Cleric Spell List]] to your Spellbook.
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== School of Transmutation ==
== School of Transmutation ==
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.
Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[Wizard#Transmutation Savant|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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| [[Wizard#Minor Alchemy|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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==== Transmutation Savant ====
==== Transmutation Savant ====
''2nd Level School of Transmutation Feature''<br>
''2nd Level School of Transmutation Feature''<br>
The GP and time you must spend to copy an Transmutation Spell into your Spellbook is halved.<br> Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Transmutation Spells into your Spellbook.
The GP and time you must spend to copy an [[Transmutation]] Spell into your Spellbook is halved.<br>
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard [[Transmutation]] Spells into your Spellbook.
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==== Transmuter's Stone ====
==== Transmuter's Stone ====
''6th Level School of Transmutation Feature''<br>
''6th Level School of Transmutation Feature''<br>
You can spend 8 hours creating a Transmuter’s Stone that stores Transmutation magic. You can benefit from the Stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the Stone is in the creature’s possession. When you create the Stone, choose the benefit it gives from the following options:
You can spend 8 hours creating a Transmuter's Stone that stores Transmutation magic. You can benefit from the Stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the Stone is in the creature's possession. When you create the Stone, choose the benefit it gives from the following options:
*The creature gains Darkvision out to a Range of 60ft.
*The creature gains Darkvision out to a Range of 60ft.
*The creature gains a 10ft bonus to its Speed.
*The creature gains a 10ft bonus to its Speed.
*The creature gains proficiency in Constitution Saving Throws.
*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)
*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.
Each time you cast a [[Transmutation]] Spell of 1st Level or higher, you can change the effect of your Stone if the Stone is on your person. If you create a new Transmuter's Stone, the previous one ceases to function.
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==== Shapechanger ====
==== Shapechanger ====
''10th Level School of Transmutation Feature''<br>
''10th Level School of Transmutation Feature''<br>
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.<br>
You add the [[Level 4#Polymorph|Polymorph]] Spell to your Spellbook. You can cast [[Level 4#Polymorph|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.<br>
You can cast Polymorph in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can cast [[Level 4#Polymorph|Polymorph]] in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Master Transmuter ====
==== Master Transmuter ====
''14th Level School of Transmutation Feature''<br>
''14th Level School of Transmutation Feature''<br>
You can use your Action to consume the reserve of Transmutation magic stored within your Transmuter’s Stone in a single burst. 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:
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.
*'''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.
*'''Panacea.''' 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.
*'''Panacea.''' 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 Life.''' You cast the [[Level 5#Raise Dead|Raise Dead]] Spell on a creature you touch with the Transmuter's Stone, without expending a Spell Slot or needing to have the Spell in your Spellbook.
*'''Restore Youth.''' You touch the Transmuter’s Stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.
*'''Restore Youth.''' You touch the Transmuter's Stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.
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== School of Wand Lore ==
== School of Wand Lore ==
Some children grow up sword-fighting with sticks and become soldiers, but you’ve learned how to turn a simple stick into something more powerful than a blade. The study of wand lore delves deeper into old magic, beyond the normal lists of components and incantations, and into the rich history and tradition of wandcraft.<br>
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.<br>
Unlike other wizards, you know the usefulness of slinging your spells in different ways as different situations arise.<br>
Unlike other wizards, you know the usefulness of slinging your spells in different ways as different situations arise.<br>
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.
As a wizard of wand lore, you know that a mage's true power can be amplified with the right tool: for you, that tool is a wand of your own creation.
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== School of War Magic ==
== 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.<br>
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.<br>
Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.<br>
Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.<br>
In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty Fireball if I die before I can cast it?”
In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: “What good is being able to throw a mighty Fireball if I die before I can cast it?”
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| [[Wizard#Tactical Wit|Tactical Wit]] || 2nd || You're better at Initiative Rolls
| [[Wizard#Tactical Wit|Tactical Wit]] || 2nd || You're better at Initiative Rolls
|-
|-
| [[Wizard#Counter Magic|Counter Magic]] || 6th || You get Dispel Magic and can cast it quicker
| [[Wizard#Counter Magic|Counter Magic]] || 6th || You get [[Level 3#Dispel Magic|Dispel Magic]] and can cast it quicker
|-
|-
| [[Wizard#Durable Magic|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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''2nd Level School of War Magic Feature''<br>
''2nd Level School of War Magic Feature''<br>
You have learned to weave your magic to fortify yourself against harm. When you are hit by an Attack or fail a Saving Throw, you can use your Reaction to gain a +2 bonus to your AC against that Attack or a +4 bonus to that Saving Throw.<br>
You have learned to weave your magic to fortify yourself against harm. When you are hit by an Attack or fail a Saving Throw, you can use your Reaction to gain a +2 bonus to your AC against that Attack or a +4 bonus to that Saving Throw.<br>
When you use this feature, you can’t cast Spells other than Cantrips until the end of your next turn.
When you use this feature, you can't cast Spells other than Cantrips until the end of your next turn.
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==== Counter Magic ====
==== Counter Magic ====
''6th Level School of War Magic Feature''<br>
''6th Level School of War Magic Feature''<br>
You add the Dispel Magic Spell to your Spellbook. Additionally, when you cast Dispel Magic, you can cast it as a Bonus Action.
You add the [[Level 3#Dispel Magic|Dispel Magic]] Spell to your Spellbook. Additionally, when you cast [[Level 3#Dispel Magic|Dispel Magic]], you can cast it as a Bonus Action.
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