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Wizard of the Citadel Arcanum

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, brute-force mind control, and much more.   You were taught magic at the Citadel Arcanum, one of Cerilia's finest colleges for the arcane. This character option is only available to human scions who are to the Kingdom of Nethuoril, hidden in the Mistmoor of Vosgaard.   You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.
hit dice: 1d6
hit points at 1st level: 6 + Constitution Modifier
hit points at higher levels: 1d6 (4) + Constitution Modifier
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger

  • (a) a component pouch or (b) an arcane focus

  • (a) a scholar's pack or (b) an explorer's pack

  • A spellbook


spellcasting:
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Preparing and Casting Spells

  The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level wizard, you have four 1st-1evel and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
class features:
TheWizardSpellSlotsPerLevel
level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Spellcasting, Arcane Recovery 3 2 - - - - - - - -
2 +2 Arcane Tradition 3 3 - - - - - - - -
3 +2 Cantrip Formulas (Optional) 3 4 2 - - - - - - -
4 +2 Ability Score Improvement 4 4 3 - - - - - - -
5 +3 - 4 4 3 2 - - - - - -
6 +3 Arcane Tradition feature 4 4 3 3 - - - - - -
7 +3 - 4 4 3 3 1 - - - - -
8 +3 Ability Score Improvement 4 4 3 3 2 - - - - -
9 +4 - 4 4 3 3 3 1 - - - -
10 +4 Arcane Tradition feature 5 4 3 3 3 2 - - - -
11 +4 - 5 4 3 3 3 2 1 - - -
12 +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13 +5 - 5 4 3 3 3 2 1 1 - -
14 +5 Arcane Tradition feature 5 4 3 3 3 2 1 1 - -
15 +5 - 5 4 3 3 3 2 1 1 1 -
16 +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17 +6 - 5 4 3 3 3 2 1 1 1 1
18 +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19 +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20 +6 Signature Spells 5 4 3 3 3 3 2 2 1 1

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells

When you reach 20th level, 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 the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.
subclass options:
Spellbinder
Spellbinding is the technique used to bring forth magical effects with an ongoing duration – be in a round, a minute, an hour, a day, or permanent/until dispelled. This technique allows spells to be “bound” to specific objects, creatures, or locations. When its duration expires, or if it is dispelled, the spell naturally comes undone and the effect ends. All spells, with the exception of those with an “instantaneous” duration and those that require concentration, can be bound.

Journeyman Spellbinder

Upon reaching 2nd level, you officially graduate in rank from Apprentice to Journeyman Spellbinder, granting you the following features:
See Magic You are able to see the ebb and flow of magic. This ability functions as the Detect Magic ritual with the following modifications: the casting time for the ritual is reduced to one Action, it has a one minute duration, and requires no concentration to maintain.
Spellbinding Savant The gold and time you must spend to copy a spell into your spellbook is halved for any spell that can be cast using the Spellbinding technique.
Spell Knots While your See Magic ability is in effect, you are able to add knots to any spell that you cast using the spellbinding technique, making them difficult for enemy spellcasters to unbind. In situations where a Dispel Magic would automatically succeed, the spellcaster attempting to dispel your spell must instead succeed in an ability check using their spellcasting ability (the DC equals 10 + the spell's level). On a successful check, the spell is unbound and its effect ends immediately. In situations where a Dispel Magic already requires a spellcasting ability check, the spell caster makes the check with Disadvantage.

Spellbinding Adept

Upon reaching 6th level, you graduate from Journeyman to Spellbinding Adept, granting you the following features:
Advanced Spell Knot You have learned how to create particularly complex spell knots. While your See Magic ability is in effect, you are able to double the duration of any spell you cast using the spellbinding technique as long as it normally has a duration of 1 or more minutes (up to a maximum extended duration of 24 hours). You may use this ability a number of times equal to your Intelligence modifier but you may only have one extended spell in effect at any given time. If you extend the duration of a second spell, the first extended spell automatically ends. You regain full use of this ability after a long rest.
Spellbinding Specialist: Once per long rest, you can impose Disadvantage on the saving throw of any one unwilling creature to whom you are attempting to bind a spell.

Master Spellbinder

Once you’ve reached 10th level, you are an acknowledged Master of your arcane tradition, granting you the following features: Hold Spellbound You can take an Action to attempt to physically hold a creature spellbound with magical fetters. You extend your hand and a blue ray streaks from the tip of your finger toward any Huge, Large, Medium, or Small creature of your choosing within 60’ of you. If you succeed in a spell attack roll, the blue ray wraps around the creature and solidifies into magical chains that impose the Restrained condition on the target.

Any creature (including the bound creature) can attempt a DC 20 Strength check to break the binding. Success means the creature is released and no longer suffers from the Restrained condition. If a creature fails its strength check, the bonds remain and any further attempts by that creature to break the binding will automatically fail.

You can use this ability a number of times equal to your Intelligence Modifier. Doing so requires you to take an Action. You can use a bonus action to dismiss bindings, otherwise, a creature will remain bound for 10 minutes. This ability is unaffected by attempts to Dispel Magic but will falter in an anti-magic zone.

You regain full use of this ability after a long rest.

Grandmaster Spellbinder

Once you’ve reached 14th level, you have delved into the deepest secrets of your art. As a Grandmaster Spellbinder, when casting a spell of 5th level or lower that requires concentration, you can use your reaction to remove the “concentration” component of its duration. The spell's new duration is 50% of the maximum duration listed in its description.

You can use this ability once per long rest.
Spellcrafter
Spellcrafting is the technique used to bring forth magical effects that have an “instantaneous” duration. Once a spell has been crafted, it can never be dispelled. Like all craftsmen, you consider yourself to be an artisan; it just so happens that magic is the medium you work with.

Journeyman Spellcrafter

Upon selecting this tradition at 2nd level, your apprenticeship is officially complete and you are now considered a Journeyman Spellcrafter, granting you the following features:
See Magic: You are able to see the ebb and flow of magic. This ability functions as the Detect Magic ritual with the following modifications: the casting time for the ritual is reduced to one action, it has a one minute duration, and requires no concentration to maintain.
Spellcrafting Savant: The gold and time you must spend scribing a spell into your spellbook is halved for spells that can be cast using the spellcrafting technique.

Spellcrafting Specialist: While your See Magic feature is active, when you target a single creature with a spell cast using the spellcrafting technique, your Spell Save DC increases by 1 for that spell.
Advanced Spellcrafting: When you cast a spell at a single target while using the spellcrafting technique, you can impose Disadvantage on that creature’s saving throw. Once you’ve used this ability, you may not do so again until after a long rest.

Spellcrafting Adept

Beginning at 6th level, you have graduated from a Journeyman to a Spellcrafting Adept, granting you the following feature:
Spell Matrix: You are able to craft a Spell Matrix, a magical construct that is capable of storing a single spell that you can later cast as a Reaction. It takes 10 minutes to create a Spell Matrix, after which you cannot create another until after a long rest. As part of the creation process, you must clearly define what event must take place that will trigger your Reaction. You must also decide whether the spell you cast from the Matrix interrupts the triggering event or if it takes place immediately after.

Once the Spell Matrix is created and its parameters set, you must immediately cast a spell into it. The spell must be one that you have prepared; casting a spell from a scroll into the matrix fails and the matrix disappears. Otherwise, a Spell Matrix remains active for 8 hours.

The matrix is invisible and orbits around your head in a manner similar to an Ioun Stone. If viewed by someone who can see invisible objects, it appears as a glowing mote of light.

Master Spellcrafter

As of 10th level, you have become an acknowledged master of your craft, granting you the following features:
Craft Spell: After a long rest, you can spend 10 minutes craft and subsequently prepare a spell that isn’t in your spellbook. The spell must be of 5th level or lower. You can craft a spell that appears on the Wizard’s Spell List or you can craft an entirely new spell of your own creation.

If you create a new and unique spell, it must follow the guidelines (including the damage restrictions) presented in the Creating a New Spell section of the Dungeon Master’s Guide. Once you’ve crafted a new spell, it is added to your list of prepared spells, although it does not count against the total number of spells you are allowed to prepare each day. You cannot scribe the crafted spell into your spellbook or use it to make a scroll. Your crafted spell remains prepared until you use this feature again to craft a new one. Crafted spells must always be approved by your DM.

Once you’ve crafted a new spell, it is added to your list of prepared spells, although it does not count against the total number of spells you are allowed to prepare each day. You cannot scribe the crafted spell into your spellbook or use it to make a scroll. Your crafted spell remains prepared until you use this feature to craft a new one. Crafted spells must always be approved by your DM.

Grandmaster Spellcrafter

Starting at 14th level, you understand the deepest secrets of Spellcrafting, allowing you to change the duration of a spell from “Instantaneous” to “Until Triggered”. This change lasts for up to one minute and requires concentration elay the effects of any spell with an "instantaneous" duration for up to one minute. When a spell is Delayed, its duration changes to "Concentration, up to 1 minute." After 1 minute or if you cease concentrating on the spell (intentionally or not), the spell's effect immediately returns to "Instantaneous" and goes into effect. You can use this ability once per short rest.

Spells crafted using this technique must be tied to an object, creature, or location, which becomes the spell’s point of origin when it is triggered. You determine the event or condition(s) that triggers the spell, which can be as simple or elaborate as you desire, but you must determine the specifics of targets and placement beforehand. Special conditions for triggering a spell crafted using this technique can be based on a creature’s name, identity, or observable actions or qualities such as race or “when the door opens.” Intangibles such as level, class, alignment, and hit points don’t qualify.

Crafting a spell using this technique makes it vulnerable to being dispelled. At any given time, a creature, location, or object can serve as the point of origin for only one untriggered spell.

Once you’ve crafted a spell using this technique, you require a long rest before you can do so again.
Spellweaver
Spellweaving is the technique used to bring forth magical effects that require concentration in order for those effects to persist.

Journeyman Spellweaver

At 2nd level, you graduate from Apprentice to Journeyman Spellweaver, granting you the following featuires:
See Magic:You can use an Action to slip into the flow of mebhaighl. This feature functions like a Detect Magic ritual with the following modifications: the casting time for the ritual is reduced to one action, it has a one minute duration, and requires no concentration to maintain.
Spellweaving Savant: The gold and time you must spend copying spells into your spellbook are halved for spells that can be cast using the spellweaving technique.
Find Familiar: You may add the Find Familiar ritual to your spellbook. If you already have that spell in your spellbook, you may instead add your choice of any other 1st level spell on the Wizard’s Spell List. This does not count against the two additional spells normally gained when advancing a level as a wizard.
Summon Spellbook Familiar:When you perform the Find Familiar ritual, your spellbook becomes a Spellbook Familiar.

If it ever becomes necessary to replace your spellbook, you can do so by performing another Find Familiar ritual. You must have a blank book or a magical grimoire that you are already attuned to when you perform the ritual in order to house your familiar spirit. For this reason, many Spellweavers keep a spare spellbook with Find Familiar inscribed into it. Once your familiar spirit inhabits this new home, it brings with it all of the spells that were inscribed into your previous spellbook.

Spellweaving Adept

As of 6th level, you graduate from Journeyman to Spellweaving Adept, granting you the features:
Disrupt Spell: While your See Magic ability is in effect, you can use your Reaction and expend an unused spell slot to interrupt a creature who is casting a spell. The creature must be within 100’ of you and in your line of sight. Your attempt to interrupt automatically succeeds if the spell being cast by the target of this ability is equal to or lower than the level of the spell slot you expended. If the spell’s level is higher than the spell slot you expended, you must make an ability check using your spellcasting ability (the DC = 10 + the spell’s level). If you succeed, the spell fails and has no effect. You may use this ability a number of times equal to your spellcasting ability modifier. You regain all uses of this ability after a long rest.
Usurp Spell Also starting at 6th level, once per long rest, you can use one of your daily uses of your Disrupt Weave ability to usurp control of a spell that another creature is currently concentrating on. The spell in question must be on the Wizard’s Spell List must be of a level you are capable of casting. In order to attempt to usurp control, the opposing spellcaster must be in your line of sight and no more than 100’ away from you. If you succeed on an ability check using your spellcasting ability (vs a DC of 10 + the spell level you are attempting to usurp), you take control of the spell as if you had cast it.

Master Spellspellweaver

Starting at 10th level, you have become an acknowledged master of the art of Spellweaving. You gain the following features:
Arcane Insight While your See Magic ability is active, you gain advantage on any ability check you make that requires you to use your “spellcasting ability modifier.“
Improved Familiar: As your understanding of the arcane arts has been steadily increasing, so too has your familiar’s. As long as your Spellbook Familiar is within 10’ of you, on its turn, it can take an Action usurp control of a single spell you are currently concentrating on. Once your Spellbook Familiar uses this ability, it cannot do so again until after you take a long rest.
Relinquish Spell: If your Spellbook Familiar attempts to usurp a spell you are concentrating on, you must use your Reaction to relinquish control of the spell to your familiar, freeing you to concentrate on other spells. If you do not or can not use your reaction to use your Relinquish Spell feature, your familiar’s attempt to take control of the spell fails.

Grandmaster Spellweaver

As of 14th level, you finally understand the deepest secrets of your art. As a Grandmaster Spellweaver, you are now able to remove the "concentration" requirement from the duration of a spell that is 5th level or lower. Doing so reduces its duration to 50% of its listed maximum duration. Once you use this ability, you cannot do so again until after a long rest.

Created by

Magnus Argent.

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