Wizard

Clad in the silver robes that denote her station, a Genasi closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.
Checking and rechecking his work, an Ìqáalìe scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a leonin tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.
Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.
Wizards lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.
But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.

Class Table
Level Proficiency Bonus Features Experience Points
1st +2 Spellcasting, Spellbook 0
2nd +2 Arcane Tradition 300
3rd +2 Cantrip Formulas 1,000
4th +2 Ability Score Improvement 3,000
5th +3 - 6,000
6th +3 Arcane Tradition Feature 10,000
7th +3 - 20,000
8th +3 Ability Score Improvement 40,000
9th +4 - 60,000
10th +4 Arcane Tradition Feature 80,000
11th +4 - 100,000
12th +4 Ability Score Improvement 120,000
13th +5 - 140,000
14th +5 Arcane Tradition Feature 160,000
15th +5 - 180,000
16th +5 Ability Score Improvement 200,000
17th +6 - 225,000
18th +6 Spell Mastery 250,000
19th +6 Ability Score Improvement 300,000
20th +6 Signature Spell 350,000

Class Information

Hit Dice. 1d6 per Wizard Level
1st Level Hitpoints. 6 + your Constitution Modifier
Higher Level Hitpoints. 1d6 (increase to 4) + your Constitution Modifier per Wizard Level after 1st
Armor Proficiencies. Light Armor
Weapon Proficiencies. Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Tool Proficiencies. None
Saving Throw Proficiencies. Intelligence and Wisdom
Skill Proficiencies. Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Equipment. A Quarterstaff or a Dagger, an Arcane Focus, an Equipment Pack, and a Spellbook.

Wizard Features Summarized
Feature Level Quick Explanation
Spellcasting 1st You gain Spellcasting that uses Intelligence and Preparing Spells from a Learned List
Spellbook 1st You get a Spellbook you can use as a Spellcasting Focus and that you put your Learned Spells in
Arcane Tradition 2nd You choose your subclass, and gain features at 2nd, 6th, 10th, and 14th Level
Cantrip Formulas 3rd You can swap your Cantrips
Ability Score Improvements 4th You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
Spell Mastery 18th You get a 1st and 2nd Level Spell you can cast at will
Signature Spell 20th You get two 3rd Level Spells you can cast at will


Spellcasting

1st Level Wizard Feature
Spellcasting Ability. Intelligence
Spell Save DC. 8 + your Intelligence Modifier + your Proficiency Bonus
Spell Attack Bonus. Your Intelligence Modifier + your Proficiency Bonus
Spellcasting Focus. An Arcane Focus
Ritual Casting. You can cast any Spell in your Spellbook as a Ritual if it has the Ritual tag.
Spell Preparation Method. When you finish a Long Rest, you prepare a number of Spells equal to your Wizard Level + your Intelligence Modifier from the list of spells you have written in your Spellbook.

Wizard Spell List
Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 2 - - - - - - - -
2nd 3 3 - - - - - - - -
3rd 3 4 2 - - - - - - -
4th 4 4 3 - - - - - - -
5th 4 4 3 2 - - - - - -
6th 4 4 3 3 - - - - - -
7th 4 4 3 3 1 - - - - -
8th 4 4 3 3 2 - - - - -
9th 4 4 3 3 3 1 - - - -
10th 5 4 3 3 3 2 - - - -
11th 5 4 3 3 3 2 1 - - -
12th 5 4 3 3 3 2 1 - - -
13th 5 4 3 3 3 2 1 1 - -
14th 5 4 3 3 3 2 1 1 - -
15th 5 4 3 3 3 2 1 1 1 -
16th 5 3 3 3 2 1 1 1 1 -
17th 5 3 3 3 2 1 1 1 1 1
18th 5 3 3 3 2 1 1 1 1 1
19th 5 3 3 3 2 1 1 1 1 1
20th 5 3 3 3 2 1 1 1 1 1


Spellbook

1st Level Wizard Feature
You have a Spellbook that you use for Preparing Spells and Casting Rituals. You begin with six, 1st Level Spells in the Spellbook. Whenever you gain a Level in this class, you magically scribe two additional Spells of a Level you can cast into your Spellbook.
Additionally, if you find a Spell from the Wizard Spell List that you do not have in your Spellbook, you can scribe it into your Spellbook by spending 2 hours and 50GP for every Level of the Spell. This represents using magical inks, practicing the Spell, and translating the short-hand used in the Spell.
You can use your Spellbook as a Wizard Spellcasting Focus
If you copy a Spell from your Spellbook into another Spellbook, you only spend 1 hour and 10GP for each Level of the Spell due to the fact you know how to cast the Spell and you recognize your own short-hand for the formula of the Spell. If you lose your Spellbook, you can copy the spells you have prepared into another Spellbook in the same way.
If you come across a Spell from another class's Spell List, you can attempt to copy the Spell into your Spellbook, however every time you attempt to do so, you must make an Intelligence (Arcana) Check with a DC of 18 + the Spell's Level. If you fail this Check you must wait until you finish a Long Rest to attempt to do so again for that Spell.
Additionally, if you have a Ritual Spell in your Spellbook, you can cast that Spell as a Ritual with only 1 minute added to the Casting Time instead of 10 minutes, you also don't need to have the Spell Prepared to cast it as a Ritual.

Arcane Tradition

2nd, 6th, 10th, and 14th Level Wizard Feature
You choose one of the Arcane Traditions in the table below that shaped your practice of magic.

Arcane Traditions
Arcane Tradition Complexity (1-5) Description
School of Abjuration 1 You summon a magical ward to protect yourself and others from damage and dispel magical effects that would harm you or your allies.
School of Bladesinging 2 You use the magical art of the bladesong that uses both blade and spell to ward yourself from attacks while striking your foes with sword.
School of Chronomancy 3 You gain the ability to manipulate time to your best interest and trap your spells in stasis to unleash at the perfect time.
School of Conjuration 3 You use teleportation as well as the conjuration of creatures and objects to aid yourself both in and out of combat.
School of Divination 2 You tell the future to know that crucial moments go exactly as planned as well as expand your senses.
School of Enchantment 2 You charm and manipulate your foes to make them fulfill your purposes.
School of Evocation 1 You rain destructive spells on your foes, ushering obliteration on them while protecting your allies from the damage your spells deal.
School of Graviturgy 2 You manipulate the gravity and density of both creatures and objects to both assist your allies and harry your foes.
School of Hedge Magic 3 You use your home-made magic on the fly and recycle your failed spells to become an surprisingly effective and home-grown mage.
School of Illusion 3 You use illusions to control the battlefield and protect yourself from harm.
School of Necromancy 4 You raise the dead as zombies and skeletons to serve you in combat and grow in power as you bring death to your foes.
School of Onomancy 2 You learn the true names of your foes to allow your spells to affect them in ways normally unavailable.
School of Rituals 3 You slowly cast your spells methodically as rituals to preserve your magic and maximize the output.
School of Scribes 4 You use a magical quill and manifest consciousness in your spellbook to alter your spells and create magical scrolls.
School of Theurgy 4 You study and refine divine power and combine it with your arcane prowess to become an archmage of the divine.
School of Transmutation 3 You change the composition of objects around you and alter the powers of your allies via a magical stone you create.
School of Wand Lore 3 You sling your spells with your personal wand while altering them to fit the situation and duel other casters.
School of War Magic 3 You become a mighty bulwark on the battlefield and protect yourself from harm long enough to cast your magic.


Cantrip Formulas

3rd Level Wizard Feature
You have scribed a set of arcane formulas in your spellbook that you can use to formulate a Cantrip in your mind. Whenever you finish a Long Rest and consult those formulas in your Spellbook, you can replace one Wizard Cantrip you know with another Cantrip from the Wizard Spell List.

Ability Score Improvements

4th, 8th, 12th, 16th, and 19th Level Wizard Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Spell Mastery

18th Level Wizard Feature
You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st Level and 2nd Level Wizard Spells in your Spellbook. You can cast those Spells at their lowest Level without expending a Spell Slot and they are always Prepared but do not count against your Spells Prepared.
By spending 8 hours in study, you can exchange one or both of the Spells you chose for different spells of the same Level.

Signature Spell

20th Level Wizard Feature
You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd Level Wizard Spells in your Spellbook as your Signature Spells. You always have these Spells Prepared, they don't count against your number of Spells Prepared, and you can cast each of these Spells at 3rd Level without expending a Spell Slot. You can cast each of these Spells in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of the a Long Rest.

Arcane Traditions

School of Abjuration

The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.
Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.

Abjuration Features
Feature Level Quick Explanation
Abjuration Savant 2nd You're better at adding Abjuration Spells to your Spellbook
Arcane Ward 2nd You can create ward that protects you from Damage and is fueled by your Abjuration Spells
Projected Ward 6th You can use your Arcane Ward to protect others from Damage
Improved Abjuration 10th You're better at casting Abjuration Spells
Spell Resistance 14th You're better at resisting Spells


Abjuration Savant

2nd Level School of Abjuration Feature
The GP and time you must spend to copy an Abjuration Spell into your Spellbook is halved.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Abjuration Spells into your Spellbook.

Arcane Ward

2nd Level School of Abjuration Feature
You can weave magic around yourself for protection. When you cast an Abjuration Spell of 1st Level or higher, you can simultaneously use a strand of the Spell's magic to create a magical ward on yourself that lasts until you finish a long rest. This Arcane Ward has a Hit Point Maximum equal to twice your Wizard Level + your Intelligence Modifier. Whenever you take Damage, your Arcane Ward takes the Damage instead. If this Damage reduces the Arcane Ward to 0 Hit Points, you take any remaining Damage.
While the ward has 0 Hit Points, it can't absorb damage, but its magic remains. Whenever you cast an Abjuration Spell of 1st Level or higher, the ward regains a number of Hit Points equal to twice the Level of the Spell.
Once you create the ward, you can't create it again until you finish a Long Rest.

Projected Ward

6th Level School of Abjuration Feature
When a creature that you can see within 30ft of you takes Damage, you can use your Reaction to cause your Arcane Ward to absorb that Damage. If this Damage reduces the ward to 0 Hit Points, the warded creature takes any remaining Damage.

Improved Abjuration

10th Level School of Abjuration Feature
When you cast an Abjuration Spell that requires you to make an Ability Check as a part of casting that Spell, you add your Proficiency Bonus to that Ability Check.

Spell Resistance

14th Level School of Abjuration Feature
You have Advantage on Saving Throws against Spells. Additionally, you have Resistance to Damage dealt by Spells.


School of Bladesinging

Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.
In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

Bladesinging Features
Feature Level Quick Explanation
Training in War and Song 2nd You get Proficiency with Light Armor, Performance, and a Weapon
Bladesong 2nd You can enter a state where you become faster, get extra AC, and you are better at Acrobatics and Concentration Saving Throws
Extra Attack 6th You make an additional Attack every time you take the Attack Action
Magical Attacks 6th You can swap Attacks out for Cantrips
Song of Defense 10th You can spend Spell Slots to reduce the Damage you take
Song of Victory 14th You deal more Damage with Weapon Attacks


Training in War and Song

2nd Level School of Bladesinging Feature
You gain Proficiency with Light Armor, and you gain Proficiency with one type of One-Handed Melee Weapon of your choice. You also gain Proficiency in Performance.

Bladesong

2nd Level School of Bladesinging Feature
You can invoke an elven magic called the Bladesong, provided that you aren't wearing Medium or Heavy Armor or wielding a Shield. It graces you with supernatural speed, agility, and focus.
You can use a Bonus Action to start the Bladesong, which lasts for 1 minute. It ends early if you are Incapacitated, if you don Medium or Heavy Armor or a Shield, or if you use two hands to make an Attack with a Weapon. You can also dismiss the Bladesong at any time as a Free Action. While your Bladesong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence Modifier.
  • Your Walking Speed increases by 10ft.
  • You have Advantage on Dexterity (Acrobatics) Checks.
  • You gain a bonus to any Concentration Check you make equal to your Intelligence Modifier.

You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.

Extra Attack

6th Level School of Bladesinging Feature
You can make an additional Attack whenever you take the Attack Action.

Magical Attacks

6th Level School of Bladesinging Feature
When you would make a Weapon Attack, you can instead cast a Cantrip with a Casting Time of 1 Action or Bonus Action.

Song of Defense

10th Level School of Bladesinging Feature
You can direct your magic to absorb damage while your Bladesong is active. When you take Damage, you can use your Reaction to expend one Spell Slot and reduce that Damage to you by an amount equal to 5 x the Spell Level.

Song of Victory

14 Level School of Bladesinging Feature
You can add your Intelligence Modifier to the Damage of your Melee Weapon Attacks while your Bladesong is active.


School of Chronomancy

Focusing on the manipulation of time, those who follow the Chronomancy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.

Chronomancy Features
Feature Level Quick Explanation
Chronal Shift 2nd You can reroll a Ability Checks, Attacks, and Saving Throws that several creatures make
Temporal Awareness 2nd You're better at Initiative Rolls
Momentary Stasis 6th You can trap foes in time
Arcane Abeyance 10th You can trap Spells in beads for later use
Convergent Future 14th You can gain a level or Exhaustion to choose if a roll succeeds or fails


Chronal Shift

2nd Level School of Chronomancy Feature
You can magically exert limited control over the flow of time around a creature. As a Reaction, after you or a creature you can see within 30ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can force the creature to reroll.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses when you finish a Long Rest.

Temporal Awareness

2nd Level School of Chronomancy Feature
You add your Intelligence Modifier to your Initiative Rolls.

Momentary Stasis

6th Level School of Chronomancy Feature
As an Action, you can magically force a Large or smaller creature you can see within 60ft of you to make a Constitution Saving Throw against your Spell Save DC. On a failed Save, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any Damage. While encased in this way, the creature is Incapacitated and has a Speed of 0.
You can use this feature a number of times equal to your Intelligence Modifier, regaining expended uses when you finish a Long Rest.

Arcane Abeyance

10th Level School of Chronomancy Feature
When you cast a Spell using a Spell Slot of 4th Level or lower, you can condense the Spell's magic into a mote. The Spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with a 15AC and 1 Hit Point, and it is Immune to Poison and Psychic Damage. When the bead dissipates over time, or if the bead is destroyed, it vanishes in a flash of light, and the Spell is lost.
A creature holding the bead can use its Action to release the Spell within, causing the bead to disappear. The Spell uses your Spell Attack Bonus and Spell Save DC, but the Spell treats the creature who released it as the caster for all other purposes.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Convergent Future

14th Level School of Chronomancy Feature
You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can use your Reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).
When you use this feature, you gain 1 Level of Exhaustion.


School of Conjuration

As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.

Conjuration Features
Feature Level Quick Explanation
Conjuration Savant 2nd You're better at adding Conjuration Spells to your Spellbook
Minor Conjuration 2nd You can create small objects
Benign Transposition 6th You can teleport creatures
Focused Conjuration 10th You're better at Concentrating on Conjuration Spells
Durable Summons 14th Creatures and objects you summon get Temporary Hit Points


Conjuration Savant

2nd Level School of Conjuration Feature
The GP and time you must spend to copy an Conjuration Spell into your Spellbook is halved.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Conjuration Spells into your Spellbook.

Minor Conjuration

2nd Level School of Conjuration Feature
You can use your Action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10ft of you. This object can be no larger than 3ft on a side and weigh no more than 10lbs, and its form must be that of a non-magical object that you have seen. The object is visibly magical, radiating Dim Light out to a Range of 5ft.
The object disappears after 1 hour, when you use this feature again, or if it takes or deals any Damage.

Benign Transposition

6th Level School of Conjuration Feature
You can use yourAction to teleport up to 30ft to an unoccupied space that you can see.
Alternatively, you can choose a space within Range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
Once you use this feature, you can't use it again until you finish a Long Rest or you cast a Conjuration Spell of 1st Level or higher.

Focused Conjuration

10th Level School of Conjuration Feature
While you are Concentrating on a Conjuration Spell, your Concentration can't be broken as a result of taking Damage.

Durable Summons

14th Level School of Conjuration Feature
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.


School of Divination

The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

Divination Features
Feature Level Quick Explanation
Divination Savant 2nd You're better at adding Divination Spells to your Spellbook
Portent 2nd You roll 2d20s after a Long Rest and can use the results to change nearby rolls
Expert Divination 6th You can regain low Level Spell Slots when you cast Divination Spells
The Third Eye 10th You can get one of three benefits at the end of a Long Rest
Greater Portent 14th you roll 4d20s instead of 2 for Portent


Divination Savant

2nd Level School of Divination Feature
The GP and time you must spend to copy an Divination Spell into your Spellbook is halved.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Divination Spells into your Spellbook.

Portent

2nd Level School of Divination Feature
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.
Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.

Expert Divination

6th Level School of Divination Feature
Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination Spell of 2nd Level or higher using a Spell Slot, you regain one expended Spell Slot. The Slot you regain must be of a Slot Level lower than the Spell you cast but can't be higher than 5th Level.

The Third Eye

10th Level School of Divination Feature
You can use your Action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are Incapacitated or until you finish a Long Rest:

  • Darkvision. You gain Darkvision out to a Range of 120ft.
  • Ethereal Sight. You gain Trusight out to a Range of 60ft.
  • Greater Comprehension. You can understand and read all the writing that you can see.

You can't use this feature again until you finish a Long Rest.

Greater Portent

14th Level School of Divination Feature
The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll four d20s for your Portent feature, rather than two.


School of Enchantment

As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

Enchantment Features
Feature Level Quick Explanation
Enchantment Savant 2nd You're better at adding Enchantment Spells to your Spellbook
Hypnotic Gaze 2nd You can Charm and Incapacitate your foes
Instinctive Charm 6th When a creature tries to Attack you, you can make it Attack someone else
Split Enchantment 10th You can target more creatures with Enchantment Spells
Alter Memories 14th You can remove a Charmed creature's memories


Enchantment Savant

2nd Level School of Enchantment Feature
The GP and time you must spend to copy an Enchantment Spell into your Spellbook is halved.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Enchantment Spells into your Spellbook.

Hypnotic Gaze

2nd Level School of Enchantment Feature
Your soft words and enchanting gaze can magically enthrall another creature. As an Action, choose one creature that you can see within 5ft of you. If the target can see or hear you, it must succeed on a Wisdom Saving Throw against your Spell Save DC or be Charmed by you until the end of your next turn. The Charmed creature's Speed drops to 0, and the creature is Incapacitated and visibly dazed.
On subsequent turns, you can use your Action to maintain this effect, extending its Duration until the end of your next turn. However, the effect ends if you move more than 5ft away from the creature, if the creature can neither see nor hear you, or if the creature takes Damage.
Once the effect ends, or if the creature succeeds on its initial Saving Throw against this effect, you can't use this feature on that creature again until you finish a Long Rest.

Instinctive Charm

6th Level School of Enchantment Feature
When a creature you can see within 30ft of you Attacks you, you can use your Reaction to divert the attack to another creature in the Attack's Range. The Attacker must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, the Attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful Save, you can't use this feature on the Attacker again until you finish a Long Rest.
Creatures that can't be Charmed are unaffected by this feature.

Split Enchantment

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

Alter Memories

14th Level School of Enchantment Feature
You gain the ability to make a creature unaware of your magical influence on it. When you cast an Enchantment Spell to Charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being Charmed.
Additionally, once before the Spell ends, you can use your Action to try make the creature forget some of the time it spent Charmed. The creature must succeed on an Intelligence Saving Throw against your Spell Save DC or lose a number of hours of its memory equal to 1 + your Charisma Modifier. You can make the creature forget less time, but the amount of time can't exceed the duration of the Enchantment Spell cast.


School of Evocation

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing fire, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

Evocation Features
Feature Level Quick Explanation
Evocation Savant 2nd You're better at adding Evocation Spells to your Spellbook
Sculpt Spells 2nd You can make your allies automatically succeed on your Evocation Spells
Potent Cantrip 6th You're Cantrips deal half Damage on a successful Save
Empowered Evocation 10th You deal extra Damage with Evocation Spells
Overchannel 14th You can deal maximum Damage with Spells at the cost of reducing your health temporarily


Evocation Savant

2nd Level School of Evocation Feature
The GP and time you must spend to copy an Evocation Spell into your Spellbook is halved.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Evocation Spells into your Spellbook.

Sculpt Spells

2nd Level School of Evocation Feature
You can create pockets of relative safety within the effects of your Evocation Spells. When you cast an Evocation Spell that affects other creatures that you can see, you can choose a number of creatures equal to 1 + the Spell's Level. The chosen creatures automatically succeed on their Saving Throws against the Spell, and they take no Damage if they would normally take half Damage on a successful Save.

Potent Cantrip

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

Empowered Evocation

10th Level School of Evocation Feature
You can add your Intelligence Modifier to one Damage Roll of any Evocation Spell you cast.

Overchannel

14th Level School of Evocation Feature
You can increase the power of your spells. When you cast a Wizard Spell that deals Damage, you can deal maximum Damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you reduce your Current Hit Points by 2d12 for every Level of the Spell immediately after you cast it. Each time you use this feature again before finishing a Long Rest, the Current Hit Points reduced is increased by 1d12.


School of Graviturgy

Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.

Graviturgy Features
Feature Level Quick Explanation
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
Gravity Well 6th You can push targets of your Spells
Violent Attraction 10th You can increase or decrease the Damage of nearby Attacks
Event Horizon 14th You can deal Damage and slow creatures in an area


Adjust Density

2nd Level School of Graviturgy Feature
As an Action, you can magically alter the weight of one object or creature you can see within 30ft of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your Concentration on this effect ends.
While the weight of a creature is halved by this effect, the creature's Speed increases by 10ft, it can 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.
When you reach 10th Level in this class, you can target an object or a creature that is Huge or smaller.

Gravity Well

6th Level School of Graviturgy Feature
You've learned how to manipulate gravity around a living being: whenever you cast a Spell on a creature, you can move the target 5ft to an unoccupied space of your choice if the target is willing to move, the Spell hits it with an Attack, or it fails a Saving Throw imposed by the Spell.

Violent Attraction

10th Level School of Graviturgy Feature
When another creature that you can see within 60ft of you hits with a Weapon Attack, you can use your Reaction to increase the Attack's velocity, causing the Attack to deal and additional 1d10 Damage.
Alternatively, if a creature within 60ft of you takes Damage from falling, you can use your Reaction to increase the that Damage by 2d10.
You can use this feature a number of times equal to your Intelligence Modifier, regaining expended uses when you finish a Long Rest.

Event Horizon

14th Level School of Graviturgy Feature
As an Action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your Concentration on this effect ends. For the Duration, whenever a creature hostile to you starts its turn within 30ft of you, it must make a Strength Saving Throw against your Spell Save DC. On a failed Save, it takes 2d10 Force Damage, and its Speed is reduced to 0 until the start of its next turn. On a successful Save, it takes half as much Damage, and is Slowed 2 until the start of its next turn.
Once you use this feature, you can't do so again until you finish a Long Rest, unless you expend a Spell Slot of 3rd Level or higher to use it again.


School of Hedge Magic

While almost all wizards study in formal schools under the tutelage of a wise master, some wizards reject traditional arcane schooling and strike out into the world to learn by doing. These rare few who hone their craft out in the wilds are referred to as Hedge Wizards. Though their methods are frowned upon by formal wizarding schools, any archmage worthy of his station will reluctantly recognize that Hedge Wizards are the true masters of the low magics.
Regardless of their background, all Hedge Wizards reject the traditional methods of wizardry. When creating your Hedge Wizard consider how your spellcasting and spellbook may differ from a wizard who attended a formal school.

Hedge Magic Features
Feature Level Quick Explanation
Cantrip Savant 2nd You get extra Cantrips from any Spell List
Self Taught 2nd You're better at adding low Level Spells to your Spellbook
On the Fly 6th You can cast low Level Spells you don't have Prepared
Hardy Magic 10th You're better at maintaining Concentration
Arcane Conservation 14th When you're Spells have no effect, you can regain low Level Spell Slots


Cantrip Savant

2nd Level School of Hedge Magic Feature
Your unorthodox relationship with arcane magic allows you to you learn the fundamentals of magic not traditionally associated with wizards. You learn one Cantrip of your choice from any class's Spell List. The chosen Cantrip counts as a Wizard Spell for you, but does not count against your number of Cantrips Known. You learn additional Cantrips in this way at certain Levels in this class: one each at 6th Level, 10th Level, and 14th Level.

Self Taught

2nd Level School of Hedge Magic Feature
Your deep understanding of the low magic allows you to add them to your Spellbook at a discount. The GP and time you must spend to copy a Spell into your Spellbook is halved if the Spell's Level is equal to or lower than your Proficiency Bonus.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Spells of that Level or lower into your Spellbook.

On the Fly

6th Level School of Hedge Magic Feature
Your skill with basic magic is second to none, allowing you to spontaneously cast low Level Spells that you haven't Prepared. You can use your Action to cast any Spell of 2nd Level or lower from your Spellbook, even if you don't have the Spell Prepared by expending the appropriate Spell Slot. The Spell must have a Casting Time of 1 Action or Bonus Action.
You can cast a Spell in this way a number of times equal to your Intelligence Modifier, and you regain all expended uses when you finish a Long Rest.
As you gain Levels in this class, you can cast more powerful spells with this feature: 3rd Level Spells at 10th Level, 4th Level Spells at 14th Level, and 5th Level Spells at 18th Level.

Hardy Magic

10th Level School of Hedge Magic Feature
Learning your magic out in the wild instead of the controlled environment of a formal school has made you hardier than most wizards. When you fail a Constitution Saving Throw to maintain Concentration, you can use a Reaction to grant yourself a bonus to the roll equal to your Intelligence Modifier.


Arcane Conservation

14th Level School of Hedge Magic Feature
Your understanding of arcane fundamentals allows you to recycle the energy of failed Spells. When you cast a Wizard Spell of 4th Level or lower and the spell has no effect on any creatures, you regain one expended Spell Slot that is of a lower Level then the Spell you cast.
When you reach 18th Level in this class, this feature affects any Wizard Spells of 5th Level and lower.


School of Illusion

You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

Illusion Features
Feature Level Quick Explanation
Illusion Savant 2nd You're better at adding Illusion Spells to your Spellbook
Improved Minor Illusion 2nd You get the Minor Illusion Cantrip and it's better when you cast it
Malleable Illusions 6th You can change your illusions with your Illusion Spells
Illusory Self 10th You can create an illusion of yourself to take hits for you
Illusory Reality 14th You can make your illusions real for a short time


Illusion Savant

2nd Level School of Illusion Feature
The GP and time you must spend to copy an Illusion Spell into your Spellbook is halved.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Illusion Spells into your Spellbook.

Improved Minor Illusion

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

Malleable Illusions

6th Level School of Illusion Feature
When you cast an Illusion Spell that has a duration of 1 minute or longer, you can use an Action to change the nature of that Illusion using the Spell's normal parameters for the Illusion, provided that you can see the Illusion.

Illusory Self

10th Level School of Illusion Feature
You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an Attack against you, you can use your Reaction to interpose the illusory duplicate between the Attacker and yourself. The Attack automatically misses you, then the duplicate dissipates.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Illusory Reality

14th Level School of Illusion Feature
You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an Illusion Spell of 1st Level or higher, you can choose one inanimate, non-magical object that is part of the Illusion and make that object real. You can do this on your turn as a Bonus Action while the Spell is active. The object remains real for 1 minute.
The object can't deal Damage or otherwise directly harm any creature.


School of Necromancy

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.
Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

Necromancy Features
Feature Level Quick Explanation
Necromancy Savant 2nd You're better at adding Necromancy Spells to your Spellbook
Grim Harvest 2nd When you kill a creature, you heal
Undead Thralls 6th You get the Animate Dead Spell and its better when you cast it
Inured to Undeath 10th You get Resistance to Necrotic Damage and your Hit Point Maximum can't be reduced
Command Undead 14th You can take control of Undead you don't control


Necromancy Savant

2nd Level School of Necromancy Feature
The GP and time you must spend to copy a Necromancy Spell into your Spellbook is halved.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Necromancy Spells into your Spellbook.

Grim Harvest

2nd Level School of Necromancy Feature
You gain the ability to reap life energy from creatures you kill with your Spells. Once per turn when you 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.

Undead Thralls

6th Level School of Necromancy Feature
You add the Animate Dead Spell to your Spellbook. When you cast the Animate Dead Spell, you can target one additional corpse or pile of bones, creating another Zombie or Skeleton, as appropriate. Whenever you create an Undead using a Necromancy Spell, it has additional benefits:

  • The creature's Hit Point Maximum is increased by an amount equal to your Wizard Level.
  • The creature adds your Proficiency Bonus to its Weapon Damage Rolls.


Inured to Undeath

10th Level School of Necromancy Feature
You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
You have Resistance to Necrotic Damage, and your Hit Point Maximum can't be reduced.

Command Undead

14th Level School of Necromancy Feature
You can use magic to bring undead under your control, even those created by other wizards. As an Action, you can choose one Undead that you can see within 60ft of you. That creature must make a Charisma Saving Throw against your Spell Save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent Undead are harder to control in this way. If the target has an Intelligence Score of 8 or higher, it has Advantage on the Save. If it fails the Save and has an Intelligence Score of 12 or higher, it can repeat the Saving Throw at the end of every hour until it succeeds and breaks free.


School of Onomancy

Practitioners of magic well know the power of names, not used or given names, but True Names. Wizards who follow the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into language itself, searching for threads of magical significance that weave through names. Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it.
That distinction creates power that onomancers seek to tap. By speaking a target's true name, the wizard's spells slip between the cracks of the target's defenses, conforming to its essential nature through the power of its name. To protect themselves, wizards who follow this tradition often hide their True Names, typically by adopting monikers and pseudonyms.

Onomancy Features
Feature Level Quick Explanation
Bonus Proficiencies 2nd You learn a Language and get Proficiency with Calligrapher's Tools
Extract Name 2nd You can try learn the True Name of a creature
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
Forceful Naming 6th If you know the True Name of a creature you can knock it Prone or push it with your Spells
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
Final Naming 14th If you know the True Name of a creature you can use a Spell Slot and maybe kill the creature


Bonus Proficiencies

2nd Level School of Onomancy Feature
You learn one Language of your choice and gain Proficiency with Calligrapher's Tools.

Extract Name

2nd Level School of Onomancy Feature
You can magically compel a creature to divulge its True Name. As a Bonus Action, you target one creature you can see within 60ft of you. The target must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, you learn that creature's True Name or the fact that it does not have one. If a creature succeeds on the Save, you don't learn that creature's True Name and cannot use this feature on that creature again until the end of your next Long Rest.

Fateful Naming

2nd Level School of Onomancy Feature
You can bend magic to hinder creatures through the power of their True Names. When you cast a Spell and speak the True Name of a creature that is the target of the Spell, if that creature is within Range of the Spell, you can target the creature with the Spell even if you can't see the creature or it has Total Cover against the Spell. Additionally, when you target a creature in this way, you can change the Damage Type of the Spell to either Force or Psychic Damage for that creature.

Forceful Naming

6th Level School of Onomancy Feature
When you cast a Spell and speak the True Name of a creature that is the target of the Spell, if that creature failed a Saving Throw imposed by the Spell, you can choose to either knock that creature Prone, or move that creature up to its Speed.

Destructive Naming

10th Level School of Onomancy Feature
When you cast a Spell and speak the True Name of a creature that is the target of the Spell, you gain 3d8 Temporary Hit Points and any Attack Roll you make with that Spell against that creature is made at Advantage, and any Saving Throw imposed by that Spell on that creature are made at Disadvantage.

Final Naming

14th Level School of Onomancy Feature
As an Action you can expend a Spell Slot and speak the True Name of a creature that can hear you. That creature must make a Charisma Saving Throw against your Spell Save DC, on a failed Save, harmless ripples begin in that creature that last for 7 days. During this time, as an Action you can speak the True Name of that creature again while it can hear you to end this effect. When you do this, you roll 3d12 for every Spell Level of the expended Spell Slot. If the total rolled is greater than the creature's Current Hit Points, it dies.
After you use speak a creature's True Name a second time with this feature, its True Name is shattered and is no longer that creature's True Name. After 1d10 Days if that creature is still living, the creature gains a new True Name which you do not know.


School of Rituals

Wizards spend their lives memorizing esoteric formulas that allow them to produce wondrous arcane effects. However, when produced spontaneously, spells are extremely taxing on the caster. To preserve their power, most wizards learn to cast ritual spells, spells that take longer to produce, but aren't as draining on said wizard's magical stamina. Some wizards, known as Ritualists, dedicate their great intellect to mastery over the deliberate and reliable magic of ritual spellcasting.

Rituals Features
Feature Level Quick Explanation
Ritual Savant 2nd You're better at adding Ritual Spells to your Spellbook
Arcane Suspension 2nd You can suspend the effects of Rituals for a few hours
Improvised Rituals 6th You can make non-Ritual Spells into Rituals
Ritualistic Perfectionism 10th Your low Level Rituals are all more powerful
Master Ritualist 14th You don't care about Concentration for your Rituals


Ritual Savant

2nd Level School of Rituals Feature
The GP and time you must spend to copy a Ritual Spell into your Spellbook is halved.
Additionally, you have Advantage on the Intelligence (Arcana) Check you make to copy non-Wizard Ritual Spells into your Spellbook.

Arcane Suspension

2nd Level School of Rituals Feature
When you finish casting a Ritual, you can inscribe arcane markings into the air surrounding you to delay the effects and suspend the Duration of the Spell. The Ritual remains intact for a number of hours equal to your Intelligence Modifier.
As a Bonus Action, you can activate the effects of one of your suspended Rituals, at which point the Spell's Duration begins.

Improvised Rituals

6th Level School of Rituals Feature
You can improvise the ritual process for spells with which are normally not rituals. When you finish a Long Rest, you can choose a number of Spells of 5th Level or lower equal to your Intelligence Modifier and give them the Ritual tag until the end of your next Long Rest. You cannot suspend a Spell given the Ritual tag in this way with your Arcane Suspension feature.

Ritualistic Perfectionism

10th Level School of Rituals Feature
You hold yourself to a higher standard with your Rituals. When you cast a Spell of 4th Level or lower as a Ritual, you instead cast that Spell at 5th Level.

Master Ritualist

14th Level School of Rituals Feature
You have reached an unparalleled understanding of ritualistic magic and its applications. When you cast a Spell that requires Concentration as a Ritual, you ignore the Concentration requirement of that Spell.


School of Scribes

Magic of the book—that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge. Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the School of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!

Scribes Features
Feature Level Quick Explanation
Wizardly Quill 2nd You get a magical quill you can use to better copy Spells into your Spellbook
Awakened Spellbook 2nd You can make your Spellbook sentient and give it a variety of benefits for your Spells
Manifest Mind 6th You can summon your sentient Spellbook on the battlefield
Master Scrivener 10th You can make Spell Scrolls better
One with the Word 14th You're better at Arcana and you can lose Spells temporarily to resist Damage


Wizardly Quill

2nd Level School of Scribes Feature
You can magically create a Tiny quill in your free hand. The magic quill has the following properties:

  • The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
  • The time you must spend to copy a Spell into your Spellbook equals 2 minutes per Spell Level if you use the quill for the transcription.
  • You can erase anything you write with the quill if you wave the feather over the text as a Bonus Action, provided the text is within 5ft of you.

This quill disappears if you create another one or if you Die.

Awakened Spellbook

2nd Level School of Scribes Feature
Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your Spellbook. While you are holding the book, it grants you the following benefits:

  • When you cast a Wizard Spell with a Spell Slot, you can temporarily replace its Damage Type with a Type that appears in another Spell of the same Level in your Spellbook, which magically alters the Spell's formula for this casting only.
  • When you cast a Wizard Spell as a Ritual, you can use the Spell's normal Casting Time, rather than adding 1 minute to it. Once you use this benefit, you can't do so again until you finish a Long Rest.

If necessary, you can replace the book over the course of a Long Rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic Spellbook to which you're attuned. At the end of the Long Rest, your Spellbook's consciousness is summoned into the new book, which the consciousness transforms into your Spellbook, along with all its Spells. If the previous book still existed somewhere, all the Spells vanish from its pages.

Manifest Mind

6th Level School of Scribes Feature
You can conjure forth the mind of your Awakened Spellbook. As a Bonus Action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60ft of you. The spectral mind is intangible and doesn't occupy its space, and it sheds Dim 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.
While manifested, the spectral mind can hear and see, and it has Darkvision with a range of 60ft. The mind can telepathically share with you what it sees and hears as a Free Action.
Whenever you cast a Wizard Spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your Proficiency Bonus, Regaining expended uses when you finish a Long Rest.
As a Bonus Action, you can cause the spectral mind to move up to 30ft to an unoccupied space that you or it can see. It can pass through creatures but not objects.
The spectral mind stops manifesting if it is ever more than 300ft away from you, if someone casts the Dispel Magic Spell on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a Bonus Action. Once you conjure the mind, you can't do so again until you finish a Long Rest, unless you expend a Spell Slot of 1st Level or higher to conjure it again.

Master Scrivener

10th Level School of Scribes Feature
Whenever you finish a Long Rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll.
The Spellbook must be within 5ft of you when you make the scroll. The chosen Spell must be of 1st or 2nd Level and must have a Casting Time of 1 Action. Once in the scroll, the Spell's power is enhanced, counting as one Level higher than normal. You can cast the Spell from the scroll by reading it as an Action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next Long Rest.
The GP and time you must spend to make such a Spell Scroll are halved if you use your Wizardly Quill.

One with the Word

14th Level School of Scribes Feature
Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have Advantage on all Intelligence (Arcana) Checks, as the Spellbook helps you remember magical lore.
Moreover, if you take Damage while your Spellbook's mind is manifested, you can prevent all of that Damage by using your Reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The Spellbook temporarily loses Spells of your choice that have a combined Spell Level equal to that roll or higher. If there aren't enough spells in the book to cover this cost, you instead take twice as much Damage as you would have otherwise.
Until you finish 1d6 Long Rests, you are incapable of casting the lost Spells from that Spellbook. After you finish the required number of Long Rests, the Spells reappear in the Spellbook.


School of Theurgy

Not all who serve deities of the upper planes do so as clerics, priests, and paladins. Some wizards focus their great intellect on studies of the divine, and in turn learn to produce divine magic. Wizards who join this school often reside in temples rather then towers, and tend to be more benevolent then their arcane counterparts. In their studies of the upper planes and their magic, these sages often find themselves sympathizing with the causes of the deities they spend their lives studying.

Theurgy Features
Feature Level Quick Explanation
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
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
Arcane Theologian 6th You can produce a few minor divine effects
Divine Protection 10th Aberrations and Undead have a harder time Attacking you
Divine Arcana 14th When you use Arcane Divinity, the next Spell you cast is more powerful


Divine Savant

2nd Level School of Theurgy Feature
You gain access to divine magics unavailable to most wizards. When you gain a Level in this class, one of the Spells you add to your Spellbook can be from the Cleric Spell List. You can also use a Holy Symbol as a Wizard Spellcasting Focus.
Additionally, you automatically succeed any Intelligence (Arcana) Checks to add Spell's from the Cleric Spell List to your Spellbook.

Arcane Divinity

2nd Level School of Theurgy Feature
You gain the ability to harness the power of Bahumat. When you use your Arcane Divinity feature, you must expend a Spell Slot of 1st Level or higher and choose which effect to use out of the Channel Divinity Options you have in your Spellbook. If a Channel Divinity Option requires the target to make a Saving Throw, the DC is equal to your Spell Save DC. You can use this feature number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Whenever a Channel Divinity Option would have you take a specific action with your Holy Symbol, you can instead take that same action with your Wizard Spellcasting Focus.
Choose two Channel Divinity Options including Turn Undead and Aberrations and any Channel Divinity Option given by a Cleric Subclass (summarized here) and add them to your Spellbook.
Additionally, if you find a Channel Divinity Option including the Turn Undead and Aberrations and any given by a Cleric or Paladin Subclass that you do not have in your Spellbook, you can scribe it into your Spellbook by spending 8 hours and 200GP. This represents using magical inks, practicing the Channel Divinity, and translating it into a short-hand that is both divine and arcane.


Arcane Theologian

6th Level School of Theurgy Feature
As an Action you can display some of your divine power refined through study. When you do so, choose one of the following effects:

  • Your eyes, hair, Spellbook or hands shine, providing Bright Light out to a Range of 10ft, and Dim Light an additional 10ft.
  • You gain a Flying Speed equal to your Walking Speed, but can only hover 1ft off the ground.
  • You cause an item you touch that is no more than 3ft on any side to hover either 3ft off the ground or closely around a creature of your choice within 15ft of you.
  • You gain the ability to read text up to 100ft away from you as if it were 1ft away from you.

You can have a number of these effects active at once equal to your Proficiency Bonus.

Divine Protection

10th Level School of Theurgy Feature
Your knowledge of the divine grants you a measure of protection against evil. When an Aberration or Undead attacks you, it must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, the creature must choose a different target, or the Attack automatically misses. On a successful Save, the creature is Immune to this effect for 24 hours.
Any creature with an Intelligence Score of 4 or higher is aware of this effect before it makes its Attack against you.

Divine Arcana

14th Level School of Theurgy Feature
When you use your Arcane Divinity feature, the next Spell you cast before the end of your next turn is cast as if it were one Spell Level higher.


School of Transmutation

You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge. Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

Transmutation Features
Feature Level Quick Explanation
Transmutation Savant 2nd You're better at adding Transmutation Spells to your Spellbook
Minor Alchemy 2nd You can change the material of an object into another material
Transmuter's Stone 6th You can create a little stone that improves the creature holding it one of a few benefits
Shapechanger 10th You get the Polymorph Spell and it's improved when you cast it
Master Transmuter 14th You can break your Transmuter's Stone one of a couple powerful effects


Transmutation Savant

2nd Level School of Transmutation Feature
The GP and time you must spend to copy an Transmutation Spell into your Spellbook is halved.
Additionally, you have Advantage on the Intelligence (Arcana) Checks you make to copy non-Wizard Transmutation Spells into your Spellbook.

Minor Alchemy

2nd Level School of Transmutation Feature
You can temporarily alter the physical properties of one non-magical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone, iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your Concentration on the effect, the material reverts to its original substance.

Transmuter's Stone

6th Level School of Transmutation Feature
You can spend 8 hours creating a Transmuter's Stone that stores Transmutation magic. You can benefit from the Stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the Stone is in the creature's possession. When you create the Stone, choose the benefit it gives from the following options:

  • The creature gains Darkvision out to a Range of 60ft.
  • The creature gains a 10ft bonus to its Speed.
  • The creature gains proficiency in Constitution Saving Throws.
  • The creature gains Resistance to Acid, Cold, Fire, Lightning, or Thunder Damage (your choice whenever you choose this benefit)

Each time you cast a Transmutation Spell of 1st Level or higher, you can change the effect of your Stone if the Stone is on your person. If you create a new Transmuter's Stone, the previous one ceases to function.

Shapechanger

10th Level School of Transmutation Feature
You add the Polymorph Spell to your Spellbook. You can cast Polymorph without expending a Spell Slot. When you do so, you can target only yourself and transform into a Beast that has a CR of 1 or lower.
You can cast Polymorph in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Master Transmuter

14th Level School of Transmutation Feature
You can use your Action to consume the reserve of Transmutation magic stored within your Transmuter's Stone in a single burst. Your Transmuter's Stone is destroyed and can't be remade until you finish a Long Rest. When you do so, choose one of the following effects:

  • Major Transformation. You can transmute one non-magical object that is no larger than a 5ft Cube into another non-magical object of similar size and mass with an equal or lesser value. You must spend 10 minutes handling the object to transform it.
  • 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 Youth. You touch the Transmuter's Stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.



School of Wand Lore

Some children grow up sword-fighting with sticks and become soldiers, but you've learned how to turn a simple stick into something more powerful than a blade. The study of wand lore delves deeper into old magic, beyond the normal lists of components and incantations, and into the rich history and tradition of wandcraft.
Unlike other wizards, you know the usefulness of slinging your spells in different ways as different situations arise.
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.

Wand Lore Features
Feature Level Quick Explanation
Wand Aficionado 2nd You can bond yourself to a wand and your Crit Range with Spells increases by 1 when using it
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
Wand Parry 6th You can take less Damage from Spells
Cantrip Versatility 10th You can improve your non Damaging Spells
Perfected Slinging 14th You can use more options for Spell Slinging and regain uses of Spell Slinging each turn


Wand Aficionado

2nd Level School of Wand Lore Feature
You tie yourself to specific Wands you like. You can perform a ritual over the course of 1 hour, which can be done during a Long Rest. The Wand must be within your reach throughout the ritual, at the conclusion of which you touch the Wand and forge the bond, causing that Wand to become your Bonded Wand.
Your Crit Range on Spell Attack Rolls increases by 1 for Spells cast with the Bonded Wand.

Spell Slinging

2nd Level School of Wand Lore Feature
When you cast a Spell with a Duration of Instant or 1 Round while using the Bonded Wand as your Spellcasting Focus, you can give that Spell one of the following benefits:

  • The Spell ignores 1/2 Cover and 3/4 Cover.
  • If the Spell has a Range of at least 5ft, the Spell's Range is doubled.
  • The Spell ignores the Damage Resistances of its targets.
  • You add your Proficiency Bonus to the Damage of the Spell.

You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Additionally, you regain a use this feature whenever you Crit on a Spell Attack Roll

Wand Parry

6th Level School of Wand Lore Feature
When you take Damage from a Spell while you are holding your Bonded Wand, you can use your Reaction and expend a use of your Spell Slinging feature to halve the Damage of that Spell against you.

Cantrip Versatility

10th Level School of Wand Lore Feature
When you cast a Cantrip with your bonded Wand that does not deal Damage, make an Attack Roll, or require a Saving Throw, that Cantrip gains all of the following benefits:

  • If the Cantrip has a Duration greater than Instant, the Cantrip's Duration is doubled.
  • If the Cantrip has a Range of at least 5ft, the Cantrip's Range is doubled.
  • If the Cantrip has a Range of Touch, the Cantrip's Range is instead 10ft


Perfected Slinging

14th Level School of Wand Lore Feature
When you use your Spell Slinging feature, you can expend an additional use of the feature to add an additional benefit to the Spell cast. Additionally, at the start of each of your turns, you regain a use of your Spell Slinging feature.


School of War Magic

A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses.
Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.
In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: “What good is being able to throw a mighty Fireball if I die before I can cast it?”

War Magic Features
Feature Level Quick Explanation
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
Tactical Wit 2nd You're better at Initiative Rolls
Counter Magic 6th You get Dispel Magic and can cast it quicker
Durable Magic 10th You buff your AC while Concentrating on a Spell
Deflecting Shroud 14th You can deal Damage to enemies when you use Arcane Deflection


Arcane Deflection

2nd Level School of War Magic Feature
You have learned to weave your magic to fortify yourself against harm. When you are hit by an Attack or fail a Saving Throw, you can use your Reaction to gain a +2 bonus to your AC against that Attack or a +4 bonus to that Saving Throw.
When you use this feature, you can't cast Spells other than Cantrips until the end of your next turn.

Tactical Wit

2nd Level School of War Magic Feature
Your keen ability to assess tactical situations allows you to act quickly in battle. You add your Intelligence Modifier to your Initiative Rolls.

Counter Magic

6th Level School of War Magic Feature
You add the Dispel Magic Spell to your Spellbook. Additionally, when you cast Dispel Magic, you can cast it as a Bonus Action.

Durable Magic

10th Level School of War Magic Feature
The magic you channel helps ward off harm. While you are Concentrating on an effect, you have a +2 bonus to your AC and all Saving Throws you make.

Deflecting Shroud

14th Level School of War Magic Feature
Your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60ft of you each take Force Damage equal to half your Wizard Level.