Scholars of the Arcane
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.
The Lure of Knowledge
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.
The Powerful Few
Only a select few people in the world are wielders of magic. Of all those, wizards stand at the pinnacle of the craft. Even the least of them can manipulate forces that flout the laws of nature, and the most accomplished among them can cast spells with world-shaking effects.
The price that wizards pay for their mastery is that most valuable of commodities: time. It takes years of study, instruction, and experimentation to learn how to harness magical energy and carry spells around in one's own mind. For adventuring wizards and other spellcasters who aspire to the highest echelons of the profession, the studying never ends, nor does the quest for knowledge and power.
hit dice:
1d6
hit points at 1st level:
6 + your Constitution Modifier
hit points at higher levels:
1d6 (4) + your Constitution modifier per Wizard level after 1st
armor proficiencies:
None
weapon proficiencies:
Daggers, darts, slings, quarterstaffs, light crossbows
tools:
None
saving throws:
Intelligence, Wisdom
skills:
Choose 2 from Arcana, History, Insight, Investigation, Medicine, and Religion
starting equipment:
(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
Your 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. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
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 spell level you can prepare 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 wizard 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 + half your Proficency bonus (Rounded down) (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-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include seven 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:
Minor Arcana
In your study of mystic lore, you begin to unlock various mystical secrets that allow you to perceive and interact with magical forces in ways too subtle for others to grasp. At 1st level choose one of the minor arcana features listed below.
Arcane Aptitude
You have spent more time than other wizards focusing on the fundamentals of spellcasting. You may add three additional wizard cantrips to your spellbook. You still add an additional cantrip at 5th, 10th, and 15th level.
Battle Magic
You are less a scholar than your peers and have sacrificed some of your mystic training for for basic martial proficiency. You gain one hit point per wizard level and proficiency in light armor.
Tactical Wit
Your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Arcane Tradition
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools.
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Starting at 2nd level, 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.
Scholar
Your study of the world and knowledge of your passions is beyond mosts understandings. At 2nd level, choose one of your skill proficiencies gained as a wizard. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
Mystic Attunement
You have studied the history and lore of magic more than other wizards. Starting at 3rd level, your proficiency bonus is doubled for any ability check you make that uses the arcana skill, if you already have expertise in arcana pick another skill to gain expertise in. In addition, you have advantage on arcana checks used to identify spells before they are cast or ongoing spell effects.
Additionally, when a spell is cast within your purview you can immediately identify what spell they are casting.
Cantrip Formulas
At 3rd level, 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.
Scrivener of Scrolls
The research and scribing of spell scrolls has made you adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master’s Guide. The time and gold you must spend to make such a scroll are halved.
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.
Memorize Spell
Your knowledge over spells has grown to near photographic, being able to remember your vast collection of spells. At 5th level you can now swap out one prepared spell for one in your spellbook whenever they take a Short Rest.
Create Spell
Your skills and mind are at a level most wizards only dream of as your mind thinks of creating your own spells. Starting 9th level you can create your own spells, but they must be based of a existing spell in your spell book. You can create spells with the following conditions listed bellow:
- Remove one of the spell’s components
- Stop damage breaking the spell’s concentration
- Change the spell’s damage type
- Increase the spell’s range
- Give the spell the Ritual tag
- Tweaks the target of the spell
Adept Arcana
As your continue to advance your studies of the mystic arts you unlock ever more powerful magical secrets. These fragments of esoteric knowledge allow you to channel arcane energies in new and powerful ways. At 10th level choose one of the Adept Arcana features listed below.
Fluid Mind
You have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this ability again until you finish a long rest.
Mystic Shield
You have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or spell, you can use your reaction to expend a spell slot and reduce the damage by an amount equal to 5 times the expended slot.
Potent Cantrips
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 the cantrip’s damage (if any) but suffers no additional effect from the cantrip. In addition, you do not have disadvantage when casting spell attack cantrips if you are within 5 feet of a hostile creature.
Master Scrivener
Whenever you finish a long rest, you can magically create a special type of spell scroll by copying a spell from your spellbook onto to a blank piece of paper or parchment.
The scroll created in this way can only contain a spell 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.
Spell Mastery
At 17th 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 and from your Arcane Tradition's Primary School. 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 with the same restrictions.
Master Arcana
As you reach the heights of arcane knowledge and might you discover long-lost magical secrets that grant you new and powerful abilities. At 18th level choose one of the Master Arcana features listed below.
Master of Essence
Your mastery of the basic elemental forces of magic allows you to alter the way spells enter the world. When you prepare a spell that requires a saving throw, you can change the initial saving throw from one ability score to another of your choice.
Master of Shaping
Your mastery of your spells has extended to the fundamentals of their manifestations on the material plane. Whenever you can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube.
Epic Arcana
You have ascended to a plateau of arcane power and insight that few mortals can claim. The secrets of magic itself are laid bare to you and powers inconceivable to others are in your grasp. At 20th level choose one of the Epic Arcana features listed below.
Epic Magic
You have reached heights of arcane power that other mortal spell casters only dream of. You gain one more 8th and 9th level spell slot.
Expansive Mind
Your mastery of magic has left you with an unmatched intellect. Your intelligence score increases by 4. Your maximum for that score is now 24.
Permanancy
Your knowledge and mastery of primordial fonts of magic allow you to permanently bind a powerful spell effect to yourself. Choose a spell of 5th level or lower that you can cast with a duration other than instant that targets a single creature. That spell now permanently affects you. When you take this feature you permanently lose a spell slot of equal level to the spell you chose for this feature. If the effect is successfully dispelled or suppressed by an antimagic field, you may reinstate it as an action.
Quickening
You have attained a mastery over the basics of magic that few can match. All of your cantrips can be cast as bonus actions.
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 from your Arcane Tradition's Primary School 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:
Abjurer
The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.
Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.
Abjuration Savant
2nd-level Abjurer feature
The gold and time you must spend to copy a abjuration spell into your spellbook is halved. In addition you have the following spells added to your spellbook:
Wizard Spells:
- Cantrips: Blade Ward, Resistance
- 2nd: Alarm, Mage Armor, Shield
- 3rd: Arcane Lock, Thought Shield
- 5th: Counterspell, Dispel Magic
- 7th: Banishment, Stoneskin
- 9th: Planar Binding, Reverse Projectiles
- 11th: Globe of Invulnerability, Guards and Wards
- 13th: Symbol
- 15th: Antimagic Field
- 17th: Imprisonment
Arcane Ward
2nd-level Abjurer feature
Starting at 2nd level, 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. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
your Arcane Ward benefits from any damage resistances you have.
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 Abjurer feature
Starting at 6th level, when a creature that you can see within 30 feet 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.
The Projected Ward enefits from any damage resistances the warded creature has.
Spellbreaker
10th-level Abjurer feature
You always have Counterspell and Dispel Magic prepared and you can cast Dispel Magic as a bonus action. In addition, whenever you cast Counterspell or Dispel magic using a spell slot, if the spell fails you do not expend a spell slot.
Plus when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), you add your proficiency bonus to that ability check.
Spell Resistance
14th-level Abjurer feature
Starting at 14th level, you have advantage on saving throws against spells.
Furthermore, you have resistance against the damage of spells.
Biomancer
While most scholars of the arcane arts pursue metaphysical power, some focus their study on more concrete applications of magic. Wizards that join the School of Biomancy combine powerful transmutation and necromancy magic to alter and enhance their own physical forms. These strange mages are masters of manipulating the organic matter that makes up all living things, and they do not hesitate to make evolutionary adjustments to themselves, or those who travel with them.
Biomancy Savant
2nd-Level Biomancer Feature
Beginning when you adopt this Arcane Tradition 2nd level, the spells in the Biomancy Spells table below count as wizard spells for you, and they are considered to be Biomancy spells in addition to their normal schools of magic.
Moreover, the gold and time you must spend to copy one of these Biomancy spells into your spellbook is halved. Finally, each time you gain a wizard level, the spells you add to your spell book can be chosen from the Biomancy spells below.
Wizard Spells
- Cantrips: Primal Savagery, Thorn Whip
- 2nd: false life, jump, longstrider
- 3rd: alter self, enlarge/reduce, spider climb
- 5th: haste, life transference, water breathing
- 7th: blight, polymorph, stoneskin
- 9th: reincarnate, skill empowerment
- 11th: create homunculus, flesh to stone
- 13th: regenerate, simulacrum
- 15th: clone, horrid wilting
- 17th: shapechange, true polymorph
Organic Familiar
2nd-Level Biomancer Feature
You can use the magic of Biomancy to create a facsimile life. At 2nd level, you add the find familiar spell to your spellbook, and when you cast find familiar it has the following changes:
- The material component is 1 pound of organic matter.
- It is a monstrosity (instead of a celestial, fey, or fiend).
- It has additional hit points equal to your wizard level.
In addition, your familiar can heal others by grafting its own flesh onto the creature's wounds. As an action, your familiar can sacrifice any amount of its hit points, touching
a willing creature and healing them for the same amount.
Modular Biology
6th-Level Biomancer Feature
Beginning at 6th level, you use your knowledge of Biomancy to enhance your own physical form. At the end of each long rest, choose one of the body modifications listed below, the benefits of which last until the end of your next long rest.
Amphibious Physiology. You develop gills and webbing between your digits. You can breathe both air and water, and you gain a swimming speed equal to your walking speed.
Resilient Hide. Your flesh becomes thick and knotted. While not wearing any armor, your Armor Class is equal to
10 + your Intelligence modifier + your Constitution modifier.
Vestigial Limb. You grow an additional limb resembling a smaller version of your other limbs. It has a reach of 5 feet, and it can lift a number of pounds equal to your Intelligence score. The limb cannot use weapons or shields nor can it do anything that requires manual precision, such as using tools.
Arcane Vigor
10th-Level Biomancer Feature
Your biomagic enhances the life force of other creatures. Starting at 10th level, when you target a creature with a Biomancy spell, or your Organic Familiar heals a creature, you can grant the creature temporary hit points equal to your Intelligence modifier (minimum of 1 temporary hit point).
Evolutionary Breakthrough
14th-Level Biomancer Feature
Beginning at 14th level, your familiar can graft itself onto a willing creature as an action, granting them temporary hit points equal to its remaining hit points. The creature then gains a Modular Biology modification of your choice, which lasts until their temporary hit points are depleted.
Casting find familiar again while this ability is active causes any benefits of this feature to immediately dispel.
Bladesinger
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.
Bladesinger Spells
2nd-Level Bladesinger feature
You add the following spells to your spellbook.
Wizard Spells:
- Cantrip: Booming Blade, Green-Flame Blade
- 2nd: Shield, Magic Missile, Zephyr Strike
- 3rd: Magic Weapon, Mirror Image
- 5th: Ashardalon's Stride, Haste
- 7th: Elemental Bane, Stoneskin
- 9th: Steel Wind Strike, Far Step
- 11th: Soul Blade, Tenser's Transformation
- 13th: Mordenkainen's Sword
- 15th: Antimagic Field
- 17th: Slash the Weave
Training in War and Song
2nd-Level Bladesinger feature
When you adopt this tradition at 2nd level, you gain proficiency with light armor and two one-handed melee weapons of your choice. If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your wizard spells.
You also gain proficiency in the Performance skill if you don't already have it.
Bladesong
2nd-Level Bladesinger feature
Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you are wielding a one-handed melee weapon and you aren't wearing medium or heavy armor or using a shield. When you gain this feature, you learn three Songs options of your choice (see "Songs Options" below).
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. You can also dismiss the Bladesong at any time (no action required).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
You gain an additional Song option of your choice when you reach certain levels in this class: 6th, 10th, and 14th level. Each time you learn new Songs, you can also replace one Song you know with a different one.
Song of Agility
You perform elegant maneuvers and cunning moves. While your Bladesong is active, you gain advantage on Dexterity (Acrobatics) checks and Dexterity saving throws.
Song of Battle
Prerequisite: 6th level
Your magic protects you from harm and incoming attacks. At the start of each of your turns, you gain a number of temporary hit points equal to your Intelligence modifier (minimum of +1) while your Bladesong is active.
Song of Blades
While your Bladesong is active, you flourish your blades as nobody else. When you attack with a weapon, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
Song of Celerity
Prerequisite: 6th-level
You can entwine spells and strike naturally. When you take the attack action while your Bladesong is active, you can cast one of your cantrips in place of one of your attacks.
Song of Defense
Prerequisite: 10th level
You can direct your magic to absorb damage. While your Bladesong is active, you can use your reaction when you take damage to expend one spell slot and reduce the damage taken by an amount equal to five times the spell slot's level.
Song of Evasion
Your magic enhances your reflex and makes you elusive. When you make a melee attack while your Bladesong is active, you gain a bonus to your AC equal to your Intelligence modifier (minimum of +1) until the start of your next turn.
Song of Freedom
Prerequisite: 10th level
You can move with total freedom in combat. While your Bladesong is active, your movement is unaffected by difficult terrain and your speed can't be reduced nor you can't be grappled, restrained or paralyzed.
Song of Fury
Prerequisite: 14th level
While your Bladesong is active, you can enhance your attacks with your magic. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Song of Offense
Prerequisite: 10th level
While your Bladesong is active, you can channel your magic through your attacks unleashing powerful strikes. When you hit a creature with a weapon attack, you can use your bonus action to expend a spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot.
Song of Resistance
Prerequisite: 14th level
You can dodge and parry enemy attacks with arcane grace and supernatural speed. While your Bladesong is active, you gain resistance to bludgeoning, piercing or slashing damage from weapons attacks.
Song of Retaliation
Prerequisite: 10th level
Your movements faint and catch your opponents off-balance, leaving them exposed you to your blade. While your Bladesong is active, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Song of Valor
You can concentrate on your spells even in the worst of the situations. While your Bladesong is active, you gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell equals your Intelligence modifier (minimum of +1).
Song of Victory
Prerequisite: 14th level
You have mastered the art of weaving spellcasting and
weapon use into a single harmonious act. When you use your action to cast a spell, you can make one weapon attack as a bonus action while your Bladesong is active.
Song of Swiftness
You move nimbly and graceful while your Bladesong is active. Your walking speed increases by 10ft and when you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
Song of Protection
Prerequisite: 14th level
Your magic protects you sudden danger. If you drop to 0 hit points and don’t die outright, you can choose to end your Bladesong instantaneously and drop to 1 hit point instead. When you do so, you lose concentration on any spell you were concentrating on.
Song of Darkness
You channel negative energy through your attacks while your Bladesong is active. When you score a critical hit with a melee weapon attack, you may choose to frighten the target until the end of your next turn.
Song of Equinox
You attune with nature and the primal elements. While your Bladesong is active, you gain resistance to a damage type determined by the season that you choose, as shown on the table below. In addition, at the start of each of your turns, you can change your current season for another (no action required).
- Summer: Fire
- Spring: Poison
- Autumn: Lightning
- Winter: Cold
Song of Harmony
You defend from magical attacks with easy while your Bladesong is active. You have advantage on saving throws against spell cast by creatures within 5 feet of you.
Song of Heaven
You move with grace avoiding dangerous situations. When a creature moves within 5 feet of you, you can use your reaction to fly up to 10 feet without triggering opportunity of attacks while your Bladesong is active.
Song of Hunt
While your Bladesong is active, you harness the power of the wildlife. You gain advantage on Strength (Athletics) checks and Strength saving throws and you can take the search action as a bonus action.
Song of Light
A shimmering light guides you while your Bladesong is active. You can't have disadvantage on saving throws. If you would have disadvantage, you can't have advantage neither.
Song of Night
Your body fades to black as you move among the shadows. While your Bladesong is active and your are in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Song of Perception
All your senses enhance and amplify while your bladesong is active. You gain 10 feet blindsight.
Song of Pride
You master your ancient traditions. You can make attacks with any melee weapon that your race or subrace has made you proficient despite having the two-handed weapon property while your Bladesong is active. You can also don an elven chain without ending your Bladesong.
Song of Shadows
While your bladesong is active, you obstruct sight of your enemies with a combinations of feints and magical distractions. A 10-foot radius around you becomes heavily obscured for creatures outside the area.
Song of Solidarity
While your Bladesong is active, you aid your allies in combat with tranquillity and precision. You can use the Help action as a bonus action. When you use the Help action to aid an ally in attacking a creature, if the attack hits it deals additional damage equal to your Intelligence modifier (minimum of +1).
Song of Stillness
An infinite peace fills your mind and spreads through your body while your Bladesong is active. You can't have disadvantage on weapon attack rolls. If you would have, you can't have advantage neither.
Song of Tempest
You control your surroundings with great delicacy and precision. While your Bladesong is active, a 10-foot radius around you becomes difficult terrain for creatures other than you.
Song of War
You resist the worst of the attacks. Critical hits against you are considered normal hits while your Bladesong is active.
Song of Waves
You move like the waves in the sea while your Bladesong is active. Creatures can't have advantage on attack rolls against you. If they would have advantage, they can't have disadvantage neither.
Song of Woods
You seem to vanish from sight from moments to moments. While your Bladesong is active, you can take the Dash, Disengage or Hide action as a bonus action.
Extra Attack
6th-Level Bladesinger feature
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Esoteric Blade
10th-Level Bladesinger feature
Starting at 10th level, when you cast an instantaneous-duration spell that requires a saving throw, you can channel it into your blade. Instead of choosing the spell's target normally, make a melee attack with a weapon against a single target. If you hit, they suffer the attack's normal effects and are targetted by the spell cast, and must make their save at disadvantage. The spell takes effect after the damage of the attack is dealt.
Blade Dance
14th-Level Bladesinger feature
At 14th level, when you make a melee attack, you can active your Bladesong as part of that attack without requiring you to use your bonus action.
Additionally when you reduce an enemy to 0 health with a melee weapon attack, you may spend a spell slot of 4th level or below to regain an expended spell slot one level higher than the slot spent. You may use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Chronomancer
As a member of the school of Chronomancy, you seek to control the fate of the universe at its most fundamental level. While many novice chronomancers falter before the mind-bending implications of their work, masters of the craft are decisive in their manipulation of space and time. Of all the schools of magic, members of this school are the most likely to meddle with forces beyond their control, potentially leading to catastrophe in the past, present, and future.
Chronomancy Savant
2nd-Level Chronomancer Feature
The gold and time you must spend to copy a Chronomancy spell into your spellbook is halved. In addition you have the following spells added to your spellbook:
Wizard Spells:
- Cantrip: Fast-Forward/Reverse, Purge
- 2nd: Déjà Vu, Expeditious Retreat, Halt,
- 3rd: blur, Grist
- 5th: Haste, Time's Arrow
- 7th: Curse of Aging, Curse of Youth
- 9th: Erase, Move Heavens
- 11th: Alavar's Spacetime Anomaly, Prescience
- 13th: Rewind
- 15th: Temporal Bubble
- 17th: Time Stop, Time Travel
Chronal Control
2nd-Level Chronomancer Feature
Starting at 2nd level you begin to control small parts of time, such as controlling the past, present and future. You can have the following benifts.
- Visions of the Past. You always know the exact date and time. You can see echoes of past events in the present. Whenever you make an Intelligence (History) check while you are in the location where the even took place, you can add double your proficiency bonus to your roll.
- Present Flux. time for those around you is affected by your presence. While you aren't incapacitated, both you and creatures who start their turn within 5ft of you have their movement speed increased by 10ft until the start of their next turn. If a creature is hostile towards you, their movement speed is instead reduced by 10ft until the start of their next turn. Additionally you can add your Intelligence modifiers to your initiative rolls.
- Future Shift. 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 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.
You can use this ability twice, and you regain any expended uses when you finish a long rest.
Timeline Convergence
6th-Level Chronomancer Feature
At 6th level, you can pull knowledge from versions of yourself in alternate realities, where you took a different path in life. You gain proficiency with a tool, skill, weapon, or armor piece of your choice, or learn a cantrip from any spell list. During a short or long rest, you can exchange the chosen proficiency or cantrip with another one.
Synchronised Control
6th-Level Chronomancer Feature
Also at 6th level you gain the ability to control the flow of time in an area of your choosing. As an action choose a 30ft sphere in an area within 60ft of you that you can see. Creatures that are in the sphere are under the effects of the haste or slow spell (you choose when you create the sphere), the sphere lasts for a number of rounds equal to your proficiency bonus.
Additionally, on subsequent turns you can use your bonus action to either move the sphere up to 30ft in any direction or to change the effect within the sphere.
Once you use this feature you cannot use it again until you finish a short or long rest.
Paradoxical Spellcasting
10th-Level Chronomancer Feature
Beginning at 10th level, your mastery over the flow of time allows you to borrow arcane power from your future self. As
a bonus action on your turn, can draw a spell slot from a future version of yourself to recover one of your expended spell slots of 5th-level or lower.
You can draw a maximum number of spell slots through this ability with a combined level equal to your Intelligence modifier (minimum of 1). At the end of a short or long rest, you can complete a brief ritual where you expend spell slots that you drew from your future self, regaining expended uses of this feature equal to the level of the spell slots you expend.
Convergent Future
14th-Level Chronomancer Feature
Starting at 14th level, 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 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).
When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
Conjurer
As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.
Conjuration Savant
2nd-Level Conjurer Feature
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved. In addition you have the following spells added to your spellbook:
Wizard Spells:
- Cantrips: Mage Hand, Sword Burst
- 2nd: Find Familiar, Fog Cloud, Unseen Servant
- 3rd: Cloud of Daggers, Misty Step
- 5th: Galder's Tower, Summon Warrior Spirit
- 7th: Conjure Minor Elementals, Dimension Door
- 9th: Conjure Elemental, Teleportation Circle
- 11th: Arcane Gate, Drawmij's Instant Summons
- 13th: Plane Shift
- 15th: Maze
- 17th: Wish
Minor Conjuration
2nd-Level Conjurer Feature
When you select this school, 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 30 feet of you. This object can be an adventuring gear item with a gold cost less than or equal to 5 times your wizard level or any object no larger than 5 cubic feet that weighs no more than 25 pounds. Either way the form must be that of a non-magical object that you have seen that can not be consumed.
The object is visibly magical, radiating dim light out to 5 feet. Ammunition created this way is considered magical for the purposes of overcoming immunities and resistances. The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.
Benign Transposition
6th-Level Conjurer Feature
At 6th level, you can use your bonus action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small, Medium, or Large creature or object. If that creature is willing, you both teleport, swapping places.
If you target an unwilling creature, the target must succeed on a Charisma saving throw against your spell save DC, or swap places with you.
Once you use this feature, you can't use it again until you finish a short or long rest or until you cast a conjuration spell of 1st level or higher.
When you reach 14th level, this distance increases to 60 feet.
Focused Conjuration
10th-Level Conjurer Feature
Beginning at 10th level, you can conjure an Arcane Conduit to augment the field of play. When you cast a spell through your Minor Conjuration, you can cause it to become a crackling pillar of arcane energy. The conduit is visibly magical and it illuminates dim light in a 20 foot radius. The conduit cannot be moved physically once it has taken root. The conduit lasts for 1 hour or until dispelled. For dispelling purposes, the magic level of the conduit is equal to the level of spell that was cast through it.
While the Conduit is in play, you can continue to cast spells through it and your damaging saving throws and difficult terrain effects from spells cast through the conduit actively arc around creatures you choose to be unaffected.
Creatures within your Arcane Conduit have disadvantage on your Benign Transposition ability. In addition, while within the conduits influence you can use your Transposition ability as a reaction when you are targeted with an attack or spell to swap a cr
Also at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
Furthermore, whenever you cast a spell that summons a single creature, you can choose to cast it without material components. If you do so, the spell's duration becomes 1 minute for that casting.
Overwordly Summoner
14th-Level Conjurer Feature
Your ability to Summon and create creatures is literally out of this world and you look like your even out of your mind. You gain the following abilites listed bellow in the list:
Durable Summons. Any creature that you summon or create with a conjuration spell has a number of temporary hit points equal to 30 + your wizard level. These temporary hit points can stack with any added temporary hit points for their duration.
Split Conjuration. You may use this feature to temporarily your mind's ability to maintain spells. If you are concentracting on a spell from the School of Conjuration, you may cast another you may cast another spell from the School of Conjuration that requires concentration on both. If your concentration is broken then both spells fail.
Major Conjuration
14th-Level Conjurer Feature
Beginning at 14th level, your arcane Conduit has improved. You can now have 2 Arcane Conduits. These conduits can interact with each other and offer additional benefits:
- The Conduits radius increases to 30 feet.
- Expending a 5th level spell slot or higher to activate your Arcane Conduit now gives it the benefits of the Magic Circle spell to its full radius.
- Conduits can sustain a connection between each other, even through planes. Creatures who touch a conduit can teleport between conduits with ease. The wizard who conjured the Arcane Conduit has the expertise to do this at will, while within its radius. Creatures still within the radius of the conduit upon its sudden expiration can make a dexterity saving throw, on a success they are able to teleport to the other end of the conduit before it is closed.
- As an action, you can bolster the Arcane Conduit with magical energy to sustain their permanence, you can expend a 5th level spell slot to extend the conduit's duration by 24 hours. Extending one conduit extends the paired conduit. Conduits bolstered in this way for 1 year become permanent.
- Conduits that overlap cannot become permanent and they expire after the original length.
- Areas of conduits that overlap bring with them destructive arcane static. When a creature enters, starts its turn, or moves 10 feet within the overlap roll a d10 and consult the table:
Diviner
The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
Divination Savant
2nd-Level Diviner Feature
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved. In addition you have the following spells added to your spellbook:
Wizard Spells:
- Cantrips: Guidance, True Strike
- 2nd: Comprehend Languages, Detect Magic, Identify
- 3rd: Augury, Detect Thoughts
- 5th: Clairvoyance, Tongues
- 7th: Arcane Eye, Divination
- 9th: Legend Lore, Scrying
- 11th: Find the Path, True Seeing
- 13th: Revalation
- 15th: Omnisight
- 17th: Foresight
Portent
2nd-Level Diviner Feature
Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Expert Divination
6th-Level Diviner Feature
Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.
Prophecy
6th-Level Diviner Feature
You've been destined for something you don't know but you must fufill it. At 6th level every long rest you will receive a unknown prophecy that you feel you must fufil, your DM will role on the Prophecy Table shown below to determine your prophecy, once you achieve it you regain one Portent, if you already have your max potent this effect does nothing.
- You will perfom a great success (Roll a Nat 20)
- You will perfrom a great failure (Roll a Nat 1)
- You will remeber something in a time of great need (Make an successful Intelligence ability check above a 20)
- You will forget something of great importance when you need it most (Fail an Intelligence ability check by below 5)
- You are destined to meet a ally of great signifigance (Become allies with a NPC of importance)
- You will make a life long enemy today (Meet a NPC that is powerful and hostile)
- You will slay something or someone of great power (Kill a powerful NPC)
- You will Fall and meet your fate (Be dropped to 0 hit points)
This feature can only be used once per long rest.
The Third Eye
10th-Level Diviner Feature
You can use your Bonus action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest, unless you spend a spell slot of 1st-level or higher to do so again.
Darkvision. You gain darkvision out to a range of 60 feet, as described in chapter 8 of the Player's Handbook. This darkvision can see through magical darkness.
Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
Greater Comprehension. You can read any language.
See Invisibility. You can see invisible creatures and objects within 30 feet of you that are not behind cover
Greater Portent
14th-Level Diviner Feature
Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
Drop-Out
Studying was never your forte, but nevertheless, you persisted in your own way to unlock magical talent of your own. What you lack in bookish snobbery, you make up for in grit, a pinch of improvisation, and playing dirty - after all, even the best wizards can't recite spells with a carefully placed kick where the sun doesn't shine. Often frowned upon by their peers, these students of combat thirst for a more dangerous and action filled life.
A student of the Melee Magic arcane tradition becomes a master at close quarter combat using spells instead of weapons. However, it is not uncommon for a Melee Magic wizard to carry a dagger or a staff as an arcane focus.
Melee Magic wizards thrive in the thick of battle where they can attack, defend, and retaliate against anything foolish enough to think them an easy target.
Spell Blitz
2nd-Level Drop-Out Feature
At 2nd level you learn to magically appear in the heart of battle, catching the enemy off guard with powerful arcane spells. You learn Spell Blitz, which you can use when you are unarmed or wielding only wizard weapons and you aren't wearing armor or wielding a shield. When you use your action to cast a spell you can instantly teleport to a space adjacent to enemy, and must deliver the spell at melee range. The distance you teleport is equal to or less than the range of the spell. This teleport uses any remaining movement and thus cannot be used if your remaining movement speed is 0. When you cast a spell in this way your spell attack rolls have advantage and every creature within 5 feet of you when you appear has disadvantage on dexterity saving throws for that spell.
Finally, any ranged spell attack made using Spell Blitz and later Swift Casting, no longer has disadvantage against targets within 5 feet.
Books are for Nerds
2nd-Level Drop-Out Feature
Beginning at 2nd level, you can treat any object or creature with a spell written on it as your spellbook. Additionally, when you cast a spell while weilding a weapon, you can add your Strength modifier to one of the spell's damage rolls.
Defensive Measures
2nd-Level Drop-Out Feature
At 2nd level you learn to steal a thread of magic from your spells to better protect yourself. After you use Spell Blitz you can use your bonus action to cast different spells as you reach certain Wizard levels as shown in the Defensive Measures table. When cast in this way, the spells do not consume a spell slot, but must still be prepared as normal. Any spell cast in this way ends at the start of your next turn. Finally, you can cast Defensive Measures spells even if you have already used your action to cast a non-cantrip spell this turn.
Defensive Measures spells are cast at the same level as the initial Spell Blitz spell, but can only target yourself regardless of what the spell says.
Wizard Spells
- 2nd: Blade Ward, False Life, Protection from Evil and Good, Spider Climb
- 3rd: Blur, Fly, Invisibility, Mirror Image, Warding Wind
- 5th: Blink, Gaseous Form, Protection from Energy
- 7th: Fire Shield, Greater Invisibility
Impervious
6th-Level Drop-Out Feature
At 6th level you become immune to the damage and automatically succeed on any savings throws from spells you cast.
Conjure the Crew
6th-Level Drop-Out Feature
At 6th level, you ride with your crew. As an action, you can summon a number of commoners you know equal to your Intelligence modifier (minimum of 1) in an unoccupied space within 30 feet of you as your crew. Any time you deal damage with a spell or you grapple a creature, you can have any of these commoners impose the effects of an attack against one of the targets of your choice. A commoner that is reduce to 0 hit points is returned to where it was summoned from.
Arcane Deterrent
10th-Level Drop-Out Feature
At 10th level whenever you fail a Constitution saving throw to maintain concentration on a spell, magical energy blasts out from you. All creatures of your choice within 10 feet take force damage equal to half your wizard level.
Shakedown
10th-Level Drop-Out Feature
At 10th level, while you and at least one of your allies are within 5 feet of a creature, the target gains the following effects:
- its speed is reduced to 0
- you have advantage on spell attack rolls made against it
- You can use your reaction whenever it makes a Constitution saving throw to concentrate on a spell to force it to automatically fail.
Additionally, if that creature can cast spells you can use your reaction to force them to make a Strength saving throw. On a failed save, you steal one of the creature spells that you can cast once using a Wizard spell slot of the appropriate level before you take your next long rest.
Swift Casting
14th-Level Drop-Out Feature
At 14th level you learn to chain spells together. After you cast a spell using Spell Blitz you can cast a cantrip targeting any creature or space within 5 feet.
Enchanter
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.
Enchantment Savant
2nd-level Enchanter feature
Beginning when you select this school, the gold and time you must spend to copy an enchantment spell into your spellbook is halved. In addition you have the following spells added to your spellbook:
Wizard Spells:
- Cantrips: Friends, Mind Sliver
- 2nd: Charm Person, Sleep, Tasha's Hideous Laughter
- 3rd: Hold Person, Suggestion
- 5th: Antagonize, Fast Friends
- 7th: Charm Monster, Confusion
- 9th: Dominate Person, Modify Memory
- 11th: Mass Suggestion, Otto's Irresistible Dance
- 13th: Sift Memory
- 15th: Dominate Monster
- 17th: Amnesia
Hypnotic Gaze
2nd-level Enchanter feature
When you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 30 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard 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 30 feet away from the creature, if the creature can neither see nor hear you, or if you or
the creature take 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
Public Speaking
2nd-level Enchanter feature
Also at 2nd Level, you've learned to choose your words carefully. You can use Intelligence when making Deception, Intimidation, and Persuasion
Instinctive Charm
6th-level Enchanter feature
When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard 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.
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed have advantage on this saving throw.
Charming Offensive
6th-level Enchanter feature
Starting at 6th Level, when you target a creature with a enchantment spell, they do not make a saving throw with advantage if you or your companions are fighting it.
Split Enchantment
10th-level Enchanter feature
Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
Subliminal Enchantment
10th-level Enchanter feature
By 10th level, You've learned how to weave your magic into casual conversation. While in conversation, you can increase the casting time of a spell from an action to 1 minute. When you do so, a creature cannot tell if you are casting a spell unless their passive Perception is higher then your spell save DC.
Alter Memories
14th-level Enchanter feature
You gain the ability to make a creature unaware of your magical influence on it. When you attempt to charm a creature whose Intelligence score is equal to or lower than yours, you can alter the creature's understanding so that it remains unaware of being charmed. If the creature's Intelligence score is higher than yours, it may attempt to succeed on a Wisdom saving throw to become aware you attempted to charm it.
Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Intelligence modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.
Undiscriminating Magic
14th-level Enchanter feature
Also at 14th level, you've learned how to broaden magical perceptions. Pick a creature type other then humanoid. When you cast a Enchantment spell that targets only humanoids, you can target creatures of that type, as well.
Evoker
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
Evocation Savant
2nd-level Evoker feature
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Evocation spell into your spellbook is halved. In addition you have the following spells added to your spellbook:
Wizard Spells:
- Cantrips: Fire Bolt, Ray of Frost
- 2nd: Chromatic Orb, Magic Missile, Witch Bolt
- 3rd: Scorching Ray, Shatter
- 5th: Fireball, Sending
- 7th: Ice Storm, Wall of Fire
- 9th: Bigby's Hand, Wall of Force
- 11th: Chain Lightning, Wall of Ice
- 13th: Fire Storm
- 15th: Earthquake
- 17th: Meteor Swarm
Sculpt Spells
2nd-level Evoker feature
Beginning at 2nd level, 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 them equal to 1 + the spell's level + Your Intelligence Modifier. 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 Evoker feature
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a miss a creature with your cantrip you still deal half damage. Additionally when a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
Empowered Evocation
10th-level Evoker feature
Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to one damage roll of any wizard evocation spell that you cast.
Overchannel
14th-level Evoker feature
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 7th level 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 take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Graviturgist
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.
Gravity Spells
2nd-level Graviturgist feature
Beginning when you select this school, the gold and time you must spend to copy an Gravity spell into your spellbook is halved. In addition you have the following spells added to your spellbook:
Wizard Spells:
- Cantrips: Mage Hand, Mold Earth
- 2nd: Feather Fall, Magnify Gravity
- 3rd: Immovable Object, Levitate
- 5th: Fly, Pulse Wave
- 7th: Gravity Sinkhole, Otiluke's Resilient Sphere
- 9th: Hold Monster, Telekinesis
- 11th: Gravity Fissure, Scatter
- 13th: Tether Essence
- 15th: Dark Star
- 17th: Black Hole
Gravity Well
2nd-level Graviturgist feature
You've learned how to manipulate gravity around living beings. Whenever you cast a spell on one or more creatures, you can select a number of creatures up to your Intelligence modifier (minimum of one) and move each target 5 feet 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 against the spell.
If the spell you cast requires concentration then you can move targets this way once per turn while you maintain concentration (no action required).
Space Warp
2nd-level Graviturgist feature
Also at 2nd level, after an ally you can see within 30 feet of you takes damage, you can use your reaction to warp space, teleporting them to an unoccupied space within 30 feet of them. You can use this feature twice, and you regain any expended uses at the end of a long rest.
Distort Gravity
6th-level Graviturgist feature
At 6th level as a bonus action you can magically alter gravity around yourself or one willing creature you can see within 30 feet of you that is Large or smaller. Gravity around that creature is Amplified or Diminished for 1 minute. This effect ends early if you become incapacitated or use this feature again. You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses when you finish a long rest.
- Amplified Gravity. The creature gains a bonus to Athletics checks and Strength saving throws equal to your Intelligence modifier. Additionally, it cannot be moved against its will and when it hits a creature with a melee weapon attack using Strength or an Unarmed Strike, it can push the target 10 feet away from it.
- Diminished Gravity. The creature gains a bonus to Acrobatics checks and Dexterity saving throws equal to your Intelligence modifier. Additionally, the creature’s speed increases by 10 feet, it takes no falling damage, its jump distance is doubled and it ignores difficult terrain.
Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.
The Law of Attraction/Repulsion
10th-level Graviturgist feature
You've learned the power of attraction and repulsion very well and can apply to a massive degree. At 10th level you gain the following features shown below.
- Violent Attraction. When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type. Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.
- Violent Repulsion. As a bonus action, you can push any number of creatures of your choice within 10 feet of you back by 15 feet, dealing 1d10 force damage to each target when you do. Additionally, attack rolls have disadvantage against you as a lingering gravity field repels incoming strikes until the start of your next turn.
You can use this features a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Event Horizon
14th-level Graviturgist feature
Starting at 14th level, as an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute. For the duration, whenever a creature hostile to you starts its turn within 30 feet 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 every foot it moves this turn costs 2 extra feet of movement.
Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
Graviturge
14th-level Graviturgist feature
At 14th level, your distortions of physics have become even stronger and your abilites to manipulate the laws of gravity have becomes even greater then before. Your abilites gain the following beniftes shwon in the table below:
- Gravity well. You can now move tragets 10ft instead of 5
- Amplified Gravity. Creatures affected by this now gain a plus to attack and damage made with strength by your Intelligence Modifer and can now push targets 15 feet
- Diminished Gravity. You and any creature affected by Diminished Gravity gain a fly speed equal to your walking speed and the hover trait.
Hemomancer
Though considered barbaric by most wizards, Hemomancy, also known as blood magic, is one of the most powerful and ancient Arcane Traditions. Discovered in ages long forgotten by priests of dark gods, Hemomancers use the power of their own lifeblood to work sinister spells of overwhelming power.
Hemomancy Savant
2nd-level Hemomancer feature
Beginning when you select this school at 2nd level, the gold and time you must spend to copy hemomamncy spell (see the Hemomancy Spell List, shown below) into your spellbook is reduced. For each level of the blood magic spell, the process of copying it only takes 30 minutes and costs 15 gp. In addition you have the following spells added to your spellbook:
Wizard Spells:
- Cantrips: chill touch, life drain, toll the dead
- 2nd: blood syphon, false life, hideous laughter
- 3rd: hold person, suggestion, wither and bloom
- 5th: bestow curse, life transference, vampiric touch
- 7th: blight, locate creature, sanguine bond
- 9th: crimson vortex, dominate person, hold monster, negative energy flood
- 11th: circle of death, Otto's irresistible dance
- 13th: power word: pain
- 15th: dominate monster, Abi-Dalzim’s horrid wilting
- 17th: power word: kill
Blood Magic
2nd-level Hemomancer feature
At 2nd level, you learn to use the ancient and sinister magic of Hemomancy to sacrifice your lifeblood to fuel your arcane abilities. As a bonus action, you can regain one expended wizard spell slot by reducing both your current hit points, and maximum hit points by an amount equal to twice the level of the spell slot you wish to regain. This reduction to your hit points cannot be lessened in any way. You cannot use this feature to regain a spell slot higher then 5th-level.
At the end of each long rest, if your maximum hit points have been reduced by one of your Hemomamcy features, that reduction is reduced by 1. You can also choose to expend Hit Dice at the end of a long rest, reducing any reduction to your hit point maximum by a number of hit points equal to your Constitution modifier (minimum of 1 hit point).
Blood Maledict
2nd-level Hemomancer feature
Also at 2nd level, you can use blood magic to curse your foes. As a reaction whenever a creature you can see within 60 feet of you takes damage, you can choose to deal yourself 1d4 necrotic damage to curse that creature with blood magic. This damage cannot be prevented in any way. The creature takes an additional 1d4 necrotic damage and is cursed for 1 minute or until you use this feature again. While a creature is cursed this way, you gain the following benefits against it:
- Whenever you make a spell attack targeting the cursed creature or an ability check contested by the cursed creature, you can roll 1d4 and add the result to the attack roll or ability check.
- You can sense the creature's direction and distance from you for as long as it is cursed.
Sanguine Regeneration
6th-level Hemomancer feature
Starting at 6th level, you can strengthen yourself through your magic. Whenever you cast a hemomancy spell, you gain 2 + the spell's level temporary hitpoints. If you would anyway gain temporary hitpoints by casting the spell, then you gain that many temporary hitpoints + 2 + the spell's level when you cast it instead.
Vampiric Vigor
10th-level Hemomancer feature
Your use of blood magic fortifies your body. At 10th level you gain resistance to necrotic and poison damage, and you have advantage on saving throws against poison and disease.
Your magic also allows you to regenerate more quickly. At the end of each long rest, you regain additional expended Hit Dice equal to your Constitution modifier (minimum of 1).
Protective Curse
10th-level Hemomancer feature
Starting at 10th level, you can use your blood magic to protect yourself from your foes. You gain the following additional benefits against creatures you curse with your Blood Maledict feature:
- Whenever a creature cursed with your Blood Maledict feature attacks you, it must roll 1d4 and subtract the result from the attack roll.
- Whenever the cursed creature forces you to make a saving throw, you can roll 1d4 and add the result to the saving throw.
Sinister Empowerment
14th-level Hemomancer feature
Beginning at 14th level, you can increase the power of spells that sap the life from others. When you cast a wizard spell of 1st-level or higher that deals poison or necrotic damage you can choose to deal maximum damage in place of rolling.
The first time you do so each day, you suffer no adverse effects. However, each subsequent time you use this ability before you finish a long rest, your current and maximum hit points are reduced by an amount equal to twice the level at which you cast the spell you maximized with this feature.
Blood Mastery
14th-level Hemomancer feature
Starting at 14th level, you have truly mastered blood magic. Your Blood Maledict feature gains the following benefits:
- It now lasts indefinitely or until you use the feature again.
- You always know how many hitpoints the cursed creature has so long as it is cursed.
- Whenever the cursed creature makes a saving throw against a spell you cast, it must roll 1d4 and subtract the result from the saving throw.
- You can cast hemomancy spells targeting the cursed creature as long as that creature is within 1 mile of you, regardless of range and regardless of whether you can see the cursed creature or not. You can only cast spells that have one target this way (spells that target only one creature are colored red in the Blood Magic Spell List).
Hexer
Some who study the arcane aren't satisfied with traditional schools of wizardry and turn to the dark arts in their hunger for power. Striking out into the wild, they seek out beings from the lower planes, creatures from the Shadowfell, or vile covens of hags in order to learn otherworldly eldritch magic.
Many who follow this path are willing to sacrifice anything, even their eternal soul, in order to learn sinister magics often reserved for those who enter pacts with eldritch entities.
Eldritch Savant
2nd-level Hexer feature
When you adopt this Arcane Tradition at 2nd level, you gain access to magic that is shunned by all by the most unhinged. You can copy warlock spells that you find in other spellbooks or spell scrolls into your spellbook. Warlock spells gained through this feature count as wizard spells for you.
Also, when you gain a level in this class, one of the spells you add to your spellbook must be from the warlock spell list.
Wizard Spell:
- Cantrips: Chill Touch, Eldritch Blast
- 2nd: Armor of Agathys, Arms of Hadar, Hex
- 3rd: Darkness, Shadow Blade
- 5th: Hunger Of Hadar, Summon Shadowspawn
- 7th: Shadow Of Moil, Spirit of Death
- 9th: Enervation, Infernal Calling
- 11th: Circle of Death, Eyebite
- 13th: Finger of Death
- 15th: Maddening Darkness
- 17th: Blade of Disaster
Forbidden Arcana
2nd-level Hexer feature
In your study of dark magics you have gained for yourself strange and sinister abilities. At 2nd level, you learn of two Eldritch Invocations of your choice from the list below.
When you gain a level in this class, you can switch your Invocation for another of your choice from the list below.
You learn an additional Eldritch Invocation from this list when you reach 6th, 10th, and 14th level in this class.
Beast Speech. You can cast speak with animals at will, without expending a spell slot or material components.
Beguiling Influence. You gain proficiency in both the Deception and Persuasion skills.
Devil's Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Eldritch Sight. You can cast detect magic, at will, without expending a spell slot or material components.
Eyes of the Rune Keeper. You can read and understand all written symbols and writing.
Misty Visions. You can cast silent image at will, without expending a spell slot or material components.
One with Shadows. When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Profane Ritual
6th-level Hexer feature
You can use your knowledge of dark magic to enhance your life force at the cost of your surroundings. Beginning at 6th level, when you finish casting the ritual version of a wizard spell, you can grant yourself temporary hit points equal to the level at which you cast the ritual spell + your wizard level. When you complete a ritual in this way, area around you is noticeably withered and sickly, and delicate life dies.
Inscrutable
10th-level Hexer feature
You have learned to hide yourself from spellcasters and other powerful creatures that would stand in your way. Starting at 10th level, you are immune to any effect that would sense your emotions, read your thoughts, or detect your alignment, as well as any divination spell that you refuse. Also, when a creature makes a Wisdom (Insight) check to ascertain your true intentions or sincerity they do so at disadvantage.
Heart of Darkness
14th-level Hexer feature
You have mastered the sinister magic of drawing power from death. Beginning at 14th level, when you kill a creature with a wizard spell of 1st-level or higher, you can use your reaction to regain one of your expended spell slots. The spell slot you recover must be of at least one level lower then the spell cast to kill the creature, and it cannot be higher than 5th-level.
You can use this ability a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you complete a long rest.
Illusionist
You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists – including many gnome wizards – are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.
Illusion Savant
2nd-level Illusionist feature
The gold and time you must spend to copy an illusion spell into your spellbook is halved. In addition you have the following spells added to your spellbook:
Wizard Spells:
- Cantrip: Dazzle, Inflict Pain
- 2nd: Disguise Self, Illusory Script, Silent Image
- 3rd: Invisibility, Phantasmal Force
- 5th: Hypnotic Pattern, Major Image
- 7th: Greater Invisibility, Hallucinatory Terrain
- 9th: Dream, Mislead
- 11th: Mental Prison, Programmed Illusion
- 13th: Simulacrum
- 15th: Illusory Dragon
- 17th: Weird
Improved Illusions
2nd-level Illusionist feature
When you choose this school at 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.
When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.
Additionally Illusion spells have increased range and can be cast without verbal components.
Phantasmal Creatures
6th-level Illusionist feature
Your illusions have become so powerful that they can even enter reality. At 6th level, you learn the Summon Beast and Summon Fey spells. These are prepared for free and can be cast using spell slots as normal. However, you can also cast these spells without expending a spell slot once per day. Casting the spell in this way summons the creature as normal, however it only has half the normal hit points.
Malleable Illusions
6th-level Illusionist feature
Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your 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 Illusionist feature
Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature hits you with a attack roll, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
Once you use this feature, you can't use it again until you finish a short or long rest, however this feature can also be replenished by expending a spell slot of level 2 or higher.
Illusory Reality
14th-level Illusionist feature
By 14th level, 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, nonmagical 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 ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
The object can't deal damage or otherwise directly harm anyone.
Phantasmal Puppet
14th-level Illusionist feature
By 14th level, you can summon threads of shadow magic to cloak yourself or an ally. As an action, you can touch a willing creature to appear however you choose. It can appear the same or larger, but not a larger size category. The appearance is tangible and exists as a near perfect extension of the target, mimicking the cloaked creatures movements.
The puppet lasts for 8 hours, or until dismissed. While cloaked in this way, attack rolls against you have disadvantage and stealth rolls are made with advantage. Additionally, when you take damage you can use your reaction to dismiss the cloak into the brunt of the attack, receiving no damage.
While within line of sight, the illusionist can use a bonus action to separate and mentally control the phantasm. Once separated, the originally cloaked creature becomes invisible for 1 hour. During that duration, the puppet becomes intangible, but under your control. As a bonus action or as part of separating the cloak, you can move the puppet up to 30 ft and make a single melee spell attack. On a hit, the target takes 6d10 necrotic damage and the puppet dissipates.
Metallurgist
Originally developed by dwarves, the School of Metallurgy emphasizes order, organization, and community. Known as Metallurgists, wizards who belong to this Arcane Tradition use their magic to impose order on a disordered world.
Masters of powerful abjuration and transmutation magic, Metallurgists wield an arcane alloy known as Arcanometal to great effect. Mages of this School are almost always Lawful in their outlook. Some seek to do the most good for the most people, while others use force to impose order on the world.
Arcanometal Adept
2nd-Level Metallurgist feature
When you adopt this Arcane Tradition at 2nd level, you are taught the secret ritual that Metallurgists use to synthesize Arcanometal, the signature alloy of the School of Metallurgy.
You can synthesize gold into liquid Arcanometal that you use to copy spells into your spellbook. For each level of the spell, you must expend 70 gold to create liquid Arcanometal to copy it. Spells added to your spellbook in this way become Arcanometal Spells for you, and gain the following benefits:
- When you cast an Arcanometal spell that deals damage you can choose for the spell to deal force or magical bludgeoning damage in place of its normal damage.
- When you cast an Arcanometal spell that targets one or more friendly creatures, one target of the spell gains temporary hit points equal to your wizard level.
Wizard Spells:
- Cantrips: Iron Shot, Metallic Tracing
- 2nd: Metallic Bolt, Ferroplate
- 3rd: Molten Blade, Metal Manipulation
- 5th: Magnetic Animation, Armag's Vault
- 7th: Magnetic Storm, Metallic Insight
- 9th: Ferrous Defender, Ferrous Enchantment
- 11th: Iron Maiden, Magnetic Carriage
- 13th: Magnetic Arsenal
- 15th: Magnetized Annihilation
- 17th: Ferrous Dominion
Novice Metallurgist
2nd-Level Metallurgist feature
At 2nd level, you learn to create simple Arcanometal items. You conduct a 1-hour ritual that crafts a Small or Tiny item made only of metal. The creation is completed at the end of the ritual, and the item appears in an unoccupied space of your choice within 5 feet of you. Any Arcanometal object that you create with this feature is visibly magical in appearance.
The object you create must be worth less than 100 gold. As part of this ritual, you must lay out metal raw material, which can include coins, with a value equal to the object you wish to create. The metal irretrievably coalesces and transforms into the creation at the ritual’s end. In place of providing metal, you can instead expend a spell slot of 1st-level or higher.
Once you use this feature, you must finish a short or long rest before you can use it again.
Arcanometal Shield
6th-Level Metallurgist feature
Beginning at 6th level, when you cast an Arcanometal Spell, you can siphon some of its power to create a shimmering shield of Arcanometal around yourself, granting yourself temporary hit points equal to twice the level of the spell slot you expended to cast the spell. While you have temporary hit points from this feature, you are resistant to all non-magical bludgeoning, piercing, and slashing damage.
Master Metallurgist
10th-Level Metallurgist feature
You wield your Arcanometal as an extension of your very self. Starting at 10th level, you can use your Metallurgist feature to create metal objects with a value of up to 1000 gold.
In addition, when you use your Metallurgist feature you can create larger metal objects, by spending higher level spell slots depending on the size as indicated in the table below:
Spell Slot | Object Size
- 3rd-level: Medium
- 5th-level: Large
- 7th-level: Huge
- 9th-level: Gargantuan
Metallum Arcanus
Your Arcanometal is a conduit for your overwhelming arcane power. Beginning at 14th level, when you have temporary hit points from your Arcanometal Shield, you gain resistance to all bludgeoning, force, piercing, and slashing damage.
Necromancer
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.
Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
Necromancy Savant
2nd-level Necromancer feature
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved. In addition you have the following spells added to your spellbook:
Wizard Spells:
- Cantrip: Chill Touch, Toll the Dead
- 2nd: Cause Fear, False Life, Ray of Sickness
- 3rd: Blindness/Deafness, Ray of Enfeeblement
- 5th: Speak with Dead, Summon Undead
- 7th: Blight, Spirit Of Death
- 9th: Danse Macabre, Raise Dead
- 11th: Circle of Death, Create Undead
- 13th: Finger of Death
- 15th: Abi-Dalzim's Horrid Wilting
- 17th: Awaken the Dead
Necrotic Harvest
2nd-level Necromancer feature
At 2nd level, you gain the ability to harvest and transfer life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you or a creature within 30 feet of you that you can see regain hit points equal to twice the spell level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.
At 6th level you can use this feature once per short rest to instead heal yourself and up to three creatures within reach.
Undead Thralls
6th-level Necromancer feature
At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you reanimate corpses as undead minions (such as through the Animate Dead spell), create a new undead servant (such as through the Create Undead spell) or conjure undead minions (such as through the Conjure Lesser Undead spell) you may choose up to two benefits from the following list. Creatures affected by this feature still follow the normal rulings of the spell that creaked them.
- Horde. You can reanimate or create one additional creature, which still needs to be a valid target for the spell.
- Sturdy. The creature's hit point maximum is increased by an amount equal to your wizard level.
- Fierce. The creature uses your spell attack modifier for its attack rolls and adds your proficiency bonus to its damage rolls.
- Armored. The creature's AC becomes 10 + your spellcasting ability modifier if it wasn't already higher.
- Unstable. When the creature dies, it explodes, dealing all its hit dice as necrotic, poison or acid damage in a 5 feet radius around itself. Affected creatures may try to resist this damage by succeeding on a Constitution saving throw, halving it on a success.
Rite of the Twin Shackles
10th-level Necromancer feature
Beginning at 10th level, your long experience manipulating the dead granted you extended control over them. Whenever you cast a spell targeting one undead under your control, you may choose another undead within 5 feet from the previous one to also be affected by the spell. You may use this feature a number of times equal to your proficiency bonus, regaining all it's uses at the end of a long rest.
Master of life and Death
10th-level Necromancer feature
Beginning at 10th level, you have spent so much time dealing with the forces behind life and death that your body has become resistant to some of the effects associated with them. You are immune to disease, have resistance to necrotic and radiant damage and your hit point maximum can't be reduced. You age half as quickly, you no longer need to breathe, eat, or drink.
Additionally, any undead under the effect of your Undead Thralls feature have advantage on their saving throws against effects that would turn undead.
One With the Dead
14th-level Necromancer feature
Starting at the 14th level, you have mastered the manipulation of the lost ones, creating a strong link between your magic and all undead creatures that under you control. This link grants you the following benefits:
- Whenever you cast a Necromancy you may expend a spell slot one level lower than the level you're casting it at.
- In addition, the attacks of any undead you create are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage
- You can mentally command any undead that is under your control regardless of the distance as long as they are in the same plane of existence of you.
- As a bonus action, instead of make one simple command to all your undead creatures, you can make a number of different commands up to your inteligence modifier to them, specifying which command the specific undead or group of undead will take as your will.
- As an action, you can possess one of your undead servant's corpse that you have the telephathic link, gaining the benefits of any Special Senses that the undead has. During this time, you are deaf and blind with regard to your own Senses. Moreover, while you are possessing an undead by this way, you can speak through your undead in your own voice, even if your undead is normally incapable of speech.
- As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard 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 of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Undying Fortitude
14th-level Necromancer feature
At 14th level, you have trained your presence to not waver at death's door. While you are at 0 hit points, you remain fully aware of your environment.
Additionally, When you are at 0 hit points, you can choose to rise at the start of your turn. You regain hit points equal to twice your Intelligence modifier. If you are prone, you can rise without spending any movement.
Once you use this feature, you can't use it again until you complete a short or long rest.
Enscriber
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 Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!
Scribe Spells
2nd-level Enscriber feature
You have the following spells added to your spellbook:
Wizard Spells:
- Cantrip: Message, Vicious Mockery
- 2nd: Comprehend Languages, Identify, Illusory Script
- 3rd: Magic Mouth, Skywrite
- 5th: Intellect Fortress, Water Breathing
- 7th: Locate Creature, Mordenkainen's Private Sanctum
- 9th: Contact Other Plane, Rary's Telepathic Bond
- 11th: Contingency, Create Homunculus
- 13th: Power Word: Pain
- 15th: Power Word: Stun
- 19th: Power Word: Kill
Wizardly Quill
2nd-level Enscriber feature
At 2nd level, as a bonus action, 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 spell book 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 5 feet of you.
This quill disappears if you create another one or if you die.
Awakened Spellbook
2nd-level Enscriber feature
Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.
At 2nd level, while you are holding the book, it grants you the following benefits:
- You can use the book as a spellcasting focus for your wizard spells.
- 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 in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
- When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes 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 short 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 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.
Erudite Familiar
2nd-level Enscriber feature
At 2nd level, you share a scholarly bond with a familiar.
- You can add the find familiar spell to your spellbook.
- Your familiar's Intelligence, Wisdom, and Charisma scores equal yours, it has proficiency in the Arcana skill, and it can speak, read and write the languages you know.
- Your familiar can deliver your wizard spells even if they lack a range of touch.
Manifest Mind
6th-level Enscriber feature
At 6th level, 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 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).
While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).
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, and you regain all expended uses when you finish a long rest.
As a bonus action, you can cause the spectral mind to hover up to 30 feet 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 300 feet away from you, if someone casts Dispel Magic 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 any level to conjure it again.
Academic Familiar
6th-level Enscriber feature
At 6th level, if you cast the find familiar spell as part of a long rest, the familiar gains temporary hit points equal to the number of wizard spells recorded in your spellbook.
In addition, when you take damage, your familiar can use its reaction to magically take that damage, instead of you. This damage can't be reduced in any way.
Arcane Scrolls
10th-level Enscriber feature
At 10th level, when you use your Arcane Recovery feature, you can recover spell slots and or scribe spell scrolls, whose combined spell level is up to half your wizard level (rounded up).
To scribe these spells scrolls, you spend no time or gold other than material components with a cost in gold pieces, and you don't need to have the spells prepared. These spells scrolls last until they're cast or until you finish a long rest.
One with the Word
14th-level Enscriber feature
At 14th level, 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 to you 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. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.
Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spell book.
Once you use this reaction, you can't do so again until you finish a long rest.
Runeseer
Runeseers embark on a journey of understanding, as Odinn once did. They inquire the nature of magic and reality, meditating on their highest form of expression: the futhark runes. Within their sounds and shapes, different answers and revelations await each different mind and set of questions. Shining the light of intellect and intuition on the unknown and unfamiliar, Runeseers carve their own path of magic and develop their own concept of reality. At each step, they find a new intuition; at each crossroad, a new epiphany. At the end of the road, never truly in sight, they can discern the distant promise of omniscience.
Rune Savant
2nd-Level Runeseer Feature
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell into your spellbook is halved. In addition you have the following Features:
Inscribed Power. At second level, you can use your free hand as an Arcane Focus.
Living Spellbook. Your body foncutions as your spellbook and you can tattoo the spells onto your body along with your runes.
Rune Carver. When you take this school at 2nd level you gain proficiency in all Artisan tools and you can learn one addititional language of your choice
Scholar of the Runes
2nd-level Runeseer feature
You study the hidden power of the runes to gain knowledge and power. You learn three runes of your choice from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from the list of runes available to you. When you reach certain levels in this class, you learn additional runes.
The following runes are available to you when you learn a rune. Learning a rune unlocks its power and grants you the corresponding feature. You can learn each rune once, unless the rune specifies differently. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, you use your spell save DC.
Fehu
This rune reveals prosperity and success. When you use a spell slot to cast a spell of 1st level or higher, you have advantage on the next attack roll or ability check you make until the end of your next turn.
Thurisaz
This rune warns of looming enemies and danger. You can add your proficiency bonus to initiative rolls you make.
Ansuz
This rune lauds the infinite wisdom of the Allfather. When you learn this rune, you add to your spellbook one wizard spell of a level for which you have spell slots. You can learn this rune up to a number of times equal to your Intelligence modifier, choosing a different spell each time. If you replace this rune, the associated spell disappears from your spellbook.
Raido
This rune announces an eventful journey. On your first turn after having rolled initiative, or when you take the Dash action, your movement speed is increased by 10 feet until the end of your turn.
Kenaz
This rune points to the enlightening power of the torch. You gain darkvision up to a distance of 60 feet. If you already have darkvision from other sources, its maximum distance is increased by 60 feet. As a bonus action, you can see through magical darkness to a distance of 60 feet for one minute. For the duration, you are under the effect of a Detect Magic spell. At 6th level, you are also under the effect of a See Invisibility spell. You can't take this bonus action again until you finish a short or long rest.
Eiwaz
This rune connects the living and the dead through the World Tree, giving you glimpses of forgotten knowledge you couldn’t otherwise possess. You have advantage on all Intelligence (Arcana), Intelligence (History), Intelligence (Nature) and Intelligence (Religion) checks you make.
Peorth
This rune revels in the pleasure of recreation. When you use your Arcane Recovery feature, add 1 to the combined spell slot levels you can recover. You can learn this rune more than once.
Hanging from the Tree
6th-level Runeseer feature
You learn three runes. Additionally, the following runes are added to the list of runes available to you when you learn a rune.
Hagalaz
(6th level or higher)
This rune threatens with the impending violence of hail. When you cast a spell that deals damage in an area of effect, you can use your reaction and cause residual magic to condense into battering hail. Until the start of your next turn, the area affected by the spell becomes difficult terrain. You can't take this reaction again until you finish a short or long rest.
Naudiz
(6th level or higher)
This rune reminds of the need for support when facing hardships. When you and a creature you can see must both make a saving throw at the same time, you can expend a spell slot of 3rd level or higher and give both you and that creature advantage on the saving throw. Once you use this effect, you can't do so again until you finish a short or long rest.
Gebo
(6th level or higher)
This rune tells of generosity, sacrifice and the gifts that come from them. As an action, you can touch a willing creature that is missing any spell slots, and consume one of your spell slots. That creature regains a spell slot of a level equal to or less than the one that you consumed. Once you have used this feature, you can't use it again until you finish a long rest.
Isaz
(6th level or higher)
This rune embodies the peaceful stillness of ice. As a bonus action, while you are concentrating on a spell, you can choose to go into an heightened state of isolation. While you are in this state, you have advantage on Constitution saving throws you make to mantain concentration. The state ends when you are no longer concentrating on a spell, or if you willingly move. Once you use this feature, you can't do so again until you finish a short or long rest.
Jeran
(6th level or higher)
This rune celebrates a bountiful harvest. When preparing your list of Wizard spells, you can prepare 1 additional spell. You can learn this rune more than once.
Ehwaz
(6th level or higher)
This rune commends the horse for its tireless service. You can cast the find steed spell once without expending a spell slot. When you reach 14th level in this class, you can cast the find greater steed spell once without expending a spell slot. When you cast either the find steed spell or the find greater steed spell with this feature, follow the spell's descritpion with the following exception: While mounted on your steed, you can make any spell you cast that targets only you also target your steed, as long as the spell is of 5th level or lower. Once you have cast a spell with this rune, you can’t do so again until you finish a long rest.
Dagaz
(6th level or higher)
This rune proclaims the arrival of the day. As an action, you touch a magic item that can hold charges and restore some of its charges. Follow the description of the item to see how many charges it regains. Once you have used this feature, you can't use it again until you finish a long rest.
Pierced by the Spear
10th-level Runeseer feature
You learn three runes. Additionally, the following runes are added to the list of runes available to you when you learn a rune.
Wunjo
(10th level or higher)
This rune exalts joy and its salvific capabilities. When a creature you can see within 90 feet of you casts a spell or uses an ability that makes a creature regain hit points, you can use your reaction to extend that healing. Choose a creature within 90 feet of you that you can see and that is not being targeted by a healing effect or spell. That creature regains the same amount of hit points as the creature first being targeted by the healing effect or spell. Once you use this feature, you can't do so again until you finish a short or long rest.
Algiz
(10th level or higher)
This rune evokes the majestic fortitude of the elk. When you should take damage, you can use your reaction and only take half of the total damage. Once you use this effect, you can't do so again until you finish a long rest.
Tiwaz
(10th level or higher)
This rune prompts to follow a righteous path, under the watchful gaze of Tyr. When a creature that can see you and from which you don't benefit from any cover forces you to make a saving throw, you can choose to gain advantage on that saving throw. Once you use this effect, you can't do so again until you finish a short or long rest.
Berkanan
(10th level or higher)
This rune blesses the generating capabilities of birch. Any creature that you summon or create with a conjuration spell has 15 temporary hit points.
Mannaz
(10th level or higher)
This rune glorifies the endless potential of the self. When you cast a spell of 5th level or lower with a range of self, you can choose a willing creature that you can see within 60 feet of you to be the origin point of the spell and gain its benefits. Once you have used this effect, you can’t use it again until you finish a long rest.
Laguz
(10th level or higher)
This rune manifests the transforming faculties of water. You can use an action and expend a 3rd level spell slot to target a number of willing creatures within 90 feet of you that you can see up to your Intelligence modifier. The position of a targeted creatures is swapped with that of another targeted creature in any way you choose. Once you have used this effect, you can’t do so again until you finish a short or long rest.
Sowilo
(10th level or higher)
This rune reveres the divine brightness of the sun. When you cast a spell that deals fire or radiant damage, you can force creatures affected by the spell to make a Constitution saving throw. On a failed save, they have disadvantage on Wisdom (Perception) checks and attack rolls for 1 minute. At the end of each of their turns, an affected creature can repeat the save, ending the effect on themselves on a success. If a spell you cast already forces the creatures affected by it to make a saving throw, and a failed save would blind them, the targeted creatures have disadvantage on that saving throw.
Once you use this effect, you can't do so again until you finish a long rest.
Gazing into the Waters Below
14th-level Runeseer feature
You learn two of the following runes.
You can only replace a rune from this feature with another rune from this feature. You cannot replace any other rune with two from this feature.
Uruz
(14th level or higher)
This rune beckons a mighty, untamed force. When you cast a spell that deals damage, you can reroll a number of the damage dice equal to the level of the spell slot you used to cast the spell. You must use the new rolls.
Othala
(14th level or higher)
This rune honors the binding duty of heritage. While you are concentrating on a spell, you can use an action to touch a willing creature with an Intelligence score of 10 or more. That creature now keeps concentration on that spell for you, and uses all rules for concentrating on a spell in your place, making it so you can concentrate on a different spell. If that creature is ever more than 90 feet from you, the concentration on the spell is dropped. Once you take this action, you can’t take it again until you finish a long rest.
Ingwaz
(14th level or higher)
This rune praises the might of the legendary Ingwaz, progenitor of kings. As an action, you can gain the following benefits:
- You summon a spectral apparitions of Ingwaz’s sword, for which you use the description of the Mordenkainen’s sword spell.
- You become clad in a magical, translucent armor. As long as you aren’t wearing any armor, your Armor Class equals 14 + your Intelligence modifier.
- You are invested by Ingwaz's might. You gain 30 temporary hit points.
This effect lasts for 1 minute. It ends early if you lose concentration, as if you were concentrating on a spell.
Once you take this action, you can’t take it again until you finish a long rest.
Magic Eye
14th-level Runeseer feature
At 14th level, you understand all written languages after concentrating on it for a minute, have advantage on all perception checks related to traps or magic, and can’t be blinded.
Theurgist
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.
Religious Savant
2nd-Level Theurgist Feature
At 2nd level, you have the ability to learn spells that are on the cleric spell list. Whenever you learn spells from leveling as a wizard, you can replace one of the two spells you learn with one from the cleric spell list. Additionally, you can add cleric spells to your spellbook if you find them on scrolls or religious tomes. You treat them as wizard spells when you cast them. Other wizards will not be able to copy these spells into their spellbooks unless they also have this feature.
Additionally, the time and gold it takes to copy a spell that is on the cleric spell list into your spellbook is halved.
Lastly, you gain proficiency in the Religion skill.
In addition you have the following spells added to your spellbook:
Wizard Spells:
- Cantrips: Guidance, Thaumaturgy
- 2nd: Bless, Cure Wounds, Guiding Bolt
- 3rd: Calm Emotions, Spiritual Weapon
- 5th: Revivify, Spirit Guardians
- 7th: Death Ward, Guardian of Faith
- 9th: Flame Strike, Hallow
- 11th: Harm, Heal
- 13th: Resurrection
- 15th: Holy Aura
- 17th: Power Word: Heal
Tracing the Source
2nd-Level Theurgist Feature
Also at 2nd level, you must choose which source you are using to fuel the divine magic that you'll be using. Choose either the Plane of Negative Energy or the Plane of Positive Energy. This choice cannot be changed.
If you chose the plane of Negative Energy, you learn the cantrips chill touch and spare the dying as wizard cantrips. They do not count against your number of cantrips known. Additionally, whenever you are dealt necrotic damage you can use your reaction in order to gain resistance to that instance of necrotic damage and to cast chill touch on the origin of the necrotic damage. Lastly, you gain advantage on saving throws to resist disease.
If you chose the plane of Positive Energy, you learn the cantrips sacred flame and spare the dying as wizard cantrips. They do not count against your number of cantrips known. Additionally, whenever you are dealt radiant damage you can use your reaction in order to gain resistance to that instance of radiant damage and to cast sacred flame on the origin of the radiant damage. Lastly, you gain advantage on saving throws to resist poison damage and the poisoned condition.
You can make use of this feature a number of times equal to your Intelligence modifier (minimum once). You regain one expended use after completing a short rest, and all expended uses after completing a long rest.
Channel Arcana
6th-Level Theurgist Feature
Once you've reached 6th level, you've learned how to channel magic with the perfection and purity that the gods do. You can Channel Arcana to cause two different effects. When you use your Channel Arcana, you choose which effect to create.
You gain one of the options presented at the end of this feature description, Negative Empowerment or Positive Empowerment, as your first effect, depending on your choice for your Tracing the Source feature. For the second effect, choose a Divine Domain from the cleric class. You can use this feature to replicate the Channel Divinity option the Divine Domain grants at 2nd level.
Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC. If a Channel Arcana effect references your cleric level, substitute that with your wizard level.
At 6th level, you can use Channel Arcana twice. At 14th level, you gain one additional use. You regain expended uses of Channel Arcana after completing a short or long rest.
Channel Arcana: Negative Empowerment
Prerequisite: Chose the Plane of Negative Energy
When you roll necrotic damage, or roll to give a creature temporary hit points, you can use your Channel Arcana to maximize the dice, instead of rolling.
Channel Arcana: Positive Empowerment
Prerequisite: Chose the Plane of Positive Energy
When you roll radiant damage, or roll to heal a living creature, you can use your Channel Arcana to maximize the dice, instead of rolling.
Divine Protection
10th-Level Theurgist Feature
Your knowledge of the upper planes grants you a measure of protection against evil. Beginning at 10th level, When a fiend or undead attacks you, it must make a Wisdom saving throw. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
Any creature with an Intelligence of 4 or higher is aware of this effect before it makes its attack against you.
Theurgist's Recovery
10th-Level Theurgist Feature
Starting at 10th level, when you use your Arcane Recovery feature, you gain specific benefits depending on your choice for your Tracing the Source feature.
If you chose the Plane of Negative Energy, you gain temporary hit points equal to double your wizard level. These temporary hit points last for up to 4 hours. Additionally, while you have these temporary hit points you ignore the effects of exhaustion and have resistance to necrotic damage. If you use your Trace the Source feature to gain resistance to necrotic damage while you have these temporary hit points, you instead have immunity to that instance of necrotic damage.
If you chose the Plane of Positive Energy, you regain hit points equal to double your wizard level. Additionally, you can recover from one level of exhaustion immediately, and for the next four hours when you use your Trace the Source feature to cast sacred flame on a creature, that creature has disadvantage on their saving throw and has vulnerability to the cantrip's damage.
Henosis
14th-Level Theurgist Feature
By 14th level, you have learned enough about the workings of divinity to create a permanent change in yourself. You become a Celestial, and can decide to be affected as a Celestial or not when magical effects affect you.
As a Celestial you cease to age, and are immune to magical aging. You no longer need to eat or drink for sustenance or to recover from exhaustion. You no longer need to breath. Resurrecting you no longer requires material components, and ignores age and time restrictions. You have immunity to disease, poison, and the poisoned condition.
Blessed Intervention
14th-Level Theurgist Feature
Beginning at 14th level, you can use your knowledge of the divine to implore a being of the upper planes for direct aid.
As an action, you can grasp a holy symbol and beseech that deity for aid, naming a cleric or wizard spell of your choice, of a level for which you have a spell slots. Roll percentile dice. If the result is equal to, or higher, then the number on the table below for the level of spell you wish the deity to cast, you are successful. On a success, the spell is instantly cast as if you had cast it without expending a spell slot or components.
Once you use this feature to successfully cast a spell, you must complete 1d6 +1 long rests before you can use it again
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Transmuter
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.
Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
Transmutation Savant
2nd-Level Transumter Feature
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved. In addition you have the following spells added to your spellbook:
Wizard Spells:
- Cantrips: Mending, Shape Water
- 2nd: Create or Destroy Water, Jump, Longstrider
- 3rd: Alter Self, Knock
- 5th: Erupting Earth, Gaseous Form
- 7th: Polymorph, Stone Shape
- 9th: Animate Objects, Transmute Rock
- 11th: Flesh to Stone, Move Earth
- 13th: Draconic Transformation
- 15th: Control Weather
- 17th: Shapechange
Minor Alchemy
2nd-Level Transumter Feature
Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one non-magical object. You can choose to either change it from one substance into another, or transform its shape.
You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials or transforming it's shape into one of identical weight. You can also apply both of these changes simultaneously, allowing you to change a pebble into an iron key as an example. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. The material reverts to its original substance or shape after 1 hour or when you use this feature to transform a material again.
Additionally, you gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
You learn the Cure Wounds spell and always have it prepared. It is a Wizard spell for you and you add it to your spellbook, but it is not compatible with Spell Mastery and other Wizards cannot scribe it into their spellbooks.
Transmuters Stone
6th-Level Transumter Feature
Starting at 6th level, you can spend 1 hour creating a transmuter’s stone that stores transmutation magic when you complete a long rest or during the long rest. When you create the stone, choose a number of benefits equal to 1 + your Proficiency Bonus (minimum one) from the following options:
- Darkvision out to a range of 60 feet.
- Movement speed 10-foot increase while the creature is unencumbered.
- Proficiency in Constitution saving throws.
- Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit). You may choose this benefit more than once to gain multiple resistances.
- Water breathing.
- A 100% increase or 50% decrease to body hair.
- Altered skin colors and patterns, such as to resemble a tattoo. This can also apply to scales, furs, and other body coverings.
- Slightly deepened or heightened voice tone.
- Altered body hair color.
- Enhanced sense of smell for +1 to Perception checks that rely on smell.
- Remove the need to wear glasses or otherwise aid vision.
- Improved reflexes for +1 to Initiative checks.
- Altered eye color.
- Power a prosthetic limb.
- Facial beauty as if always wearing makeup, granting +1 to Persuasion checks.
- Grow or shrink one foot in height.
- Conceal all body blemishes, such as warts, scars, moles, or birthmarks.
- Fixes Blindness.
- Fixes Deafness.
- Smell like fragrant perfume or cologne.
- Stink like disgusting body odor and poor hygiene.
- Smell like nothing (you don’t produce smells).
- Inability to feel physical pain. Great for medical procedures!
You can benefit from the stone yourself or give it to another willing creature. You gain all the selected benefits your stone is imbued with when you hold it. Another creature holding your stone will only receive one of the imbued benefits (your choice).
Each time you cast a transmutation spell of 1st level or higher, you can change one beneficial 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.
If a creature holds your Transmuter’s Stone when it shapeshifts into a different creature (such as by the Polymorph spell), and the carried Transmuter’s Stone merges with the new form, the creature retains the ability to audibly speak languages known in its normal form (even if the form lacks mouth, tongue, teeth, lungs, etc.), and it may retain its mental stats (Int, Wis, Cha). The Transmuter Stone’s holder can gain the stone’s benefits as normal while the stone is merged into the new form as if the creature were carrying the stone.
Holding the Transmuter’s Stone can also help a mute creature, whose race would normally be unable to speak, to speak.
Residual Recycling
10th-Level Transumter Feature
Beginning at 10th level, casting transmutation spells comes so easily to you that you can harness and repurpose the excess arcane energy. When you cast a Wizard transmutation spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be at least one level lower than the spell you cast and can’t be higher than 3rd level.
Flesh Manipulation
10th-Level Transumter Feature
Sarting at 10th level, you can conduct an 8 hour ritual to convert one of your body parts to any material or in any way you deem feasable, such as a metal arm, a diamond eye or clay wings. You can only have transmuted one of your body parts at a time, and can do so in one of the following ways:
- Eye. While your eye is transmuted you gain advantage on perception checks and your passive perception score increases by 5. Once per day, you can use the eye to cast either dominate person, hypnotic pattern, or charm person without expending any spell slots. You can only use the eye to cast a spell once.
- Arm. While your arm is transmuted, you gain advantage on athletics checks. You can also use an to shoot out a 20 foot long cone of fire, forcing every creature in that radius to make a dexterity saving throw or take 5D8 fire damage, you can then choose to move yourself up to 30 feet in the direction opposite from where you released the cone without provoking opportunity attacks. This can be done once per day
- Back. While your back is transmuted in this way, you gain advantage on acrobatics checks and a flying speed of 30 feet.
- Leg. While your leg is transmuted, your walking speed is increased by 15 feet and you can use your bonus action to dash or disengage a number of times equal to your proficiency bonus.
The Transmutation Stone
14th-Level Transumter Feature
Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your Transmuter’s Stone in a single burst. When you do so, choose one of the following effects. Your Transmuter’s Stone is destroyed and can’t be remade until you finish a long rest.
- Major Transformation. You can transmute one nonmagical object—no larger than a 10-foot cube—into another nonmagical object of similar size and mass and 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 you touch with the transmuter’s stone. The creature also regains all its hit points and loses one level of Exhaustion.
- 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. When you use this effect on a creature other than yourself, it doesn’t extend the creature’s lifespan.
- Pure Transmutation. Cast a transmutation spell of 5th level or lower. It does not need to be from the Wizard spell list, and it does not need to be a spell from your spellbook.
- Diminutivity. You touch the Transmuter’s Stone to a willing medium or small creature. The creature’s size becomes tiny for eight hours, or until either you or the creature wills the effect to end.
Master Transmuter
14th-Level Transumter Feature
Starting 14th level, you have perfected your mastery over matter. You gain the following benefits:
- When you cast a tranmutation spell of 1st level or higher that deals damage, you can choose to change one of its damage types to another of your choice.
- You can use your action to turn the ground within 90 feet of you to difficult terrain in a 30 foot radius.
- You can expend a 5th level spell slot or higher to use your action to place yourself where you want on the battlefield at the start of this turn, last turn or the turn before that.
War Mage
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 Spells
2nd-level War Mage feature
You have the following spells added to your spellbook:
Wizard Spells:
- Cantrips: Sword Burst, True Strike
- 2nd: Mage Armor, Magic Missile, Shield
- 3rd: Enhance Ability, Vortex Warp
- 5th: Fireball, Haste
- 7th: Banishment, Fire Shield
- 9th: Steel Wind Strike, Wall of Force
- 11th: Disintegrate, Globe of Invulnerability
- 13th: Delayed Blast Fireball
- 15th: Antimagic Field
- 17th: Invulnerability
Arcane Deflection
2nd-level War Mage feature
At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you 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 War Mage feature
Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You have proficiency with shields, and can use a shield as your spellcasting focus to cast your Wizard spells. Additionally, add your Intelligence modifier whenever you roll Initiative.
Power Surge
6th-level War Mage feature
Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.
You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.
Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level. You keep the power surges you've gained until you spend them.
Durable Magic
10th-level War Mage feature
Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws. You also have advantage on Constitution saving throws that you make to maintain concentration on a spell when you take damage. If the damage you take is equal to or less than half your Wizard level, you automatically succeed.
Arcane Intervention
10th-level War Mage feature
At 10th level, the power you steal can be used to ward off harm. As a reaction to when an ally is hit by an attack or fails a saving throw, you can expend a power surge to use your Arcane Deflection feature on that ally.
Deflecting Arc
14th-level War Mage feature
At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. You deal force damage equal to 3 x half your wizard level divided as you wish among three creatures (or less) of your choice within 60 feet of you.
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
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1st | +2 | Spellcasting, Minor Arcana | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Acane Tradition, Arcane Recovery, Scholar | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Mystic Attunement, Cantrip Formulas, Scrivener of Scrolls | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Memerize spell | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Arcane Tradition | 4 | 4 | 3 | 3 | — | — | — | — | — | — | |
7th | +3 | ─ | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Create Spell | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Adept Arcana, Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Master Scrivener | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Arcane Tradition | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | ─ | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Spell Mastery | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Master Arcana | 6 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 6 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
20th | +6 | Epic Arcana, Signature Spells | 6 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |