Wizard Unchained (wi-zrd)

Core Class updated by Sage Young (Ser Nurp)with inspiration derived from the Arcanist class of Pathfinder, along with features derived from the Wizard rework by Retroman1987 and the Blood Mage class by Relic.
Version: 1.0
Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.

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.

Creating a Wizard

Creating a wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic?   What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other wizard? Perhaps you’re simply eager to put your newfound magical skills to the test in the face of danger.

QUICK BUILD

You can make a wizard quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Constitution, or Dexterity. Second, choose the sage background.

Multiclass

Ability Score Multiclass Requirements: Intelligence 13 Multiclass Proficiencies Gained: magical implements

The Wizard Table

Class Features

As a wizard, you gain the following class features.

Hit Points

  • Hit Dice: 1d6 per wizard level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

Proficiencies

  • Armor: None.
  • Weapons: Simple weapons, and Magical Implements (Magic, Staff, Scepter, Wand).
  • Tools: Calligrapher’s Tools.
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Gossip, History, Insight, Investigation, Linguistics, Medicine, Religion, and Tactics.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • A spellbook.

Arcane Recovery

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You have learned to regain some of your magical energy by studying your spellbook. Once per day when you would 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 of your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
 

Magic Exploits

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You have through intense and thorough study formed a connection to the spheres of magic and from this connection have learned how to exploit the weave of magic to your benefit, pushing through the gaps and exceptions of the laws of magic to achieve spectacular results.
Starting at 1st level as a wizard, you know one magic exploit and learn additional magic exploits as you grow in power within this class, gaining an additional exploit every 3 levels thereafter. Most magic exploits require you to expend Stamina to function. The saving throw of any magic exploit that you produce is equal to your Wizard Spell Save DC.

Acid Jet

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You can spend 1 point of Stamina to unleash a jet of acid as a Bonus Action. Make a ranged spell attack using your wizard spell attack bonus against the Ballistic AC of a target within 60/180 ft., on a hit, your target suffers 2d8 + your Intelligence modifier points of Acid damage. With an additional 1d8 points of Acid damage whenever your Proficiency bonus would increase above +2.
Additionally, should your target be hit, they must make a Constitution saving throw against your Wizard Spell Save DC, or suffer from the Sickened condition for 1 round.

Arcane Barrier

  • Prerequisite: Wizard 5
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You can spend 1 point of Stamina as a Bonus Action to produce a barrier of magical energy to protect yourself from harm. This barrier grants you 1d6 + your Wizard level + your Intelligence modifier points of Temporary Hit Points that remain until spent or for 1 minute. These temporary hit points do not stack with themselves.

Arcane Builder

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The wizard gains the Master Craftsman feat as a bonus feat. You can select this exploit multiple times. Its effects do not stack. Each time, select a new tool to be tied to this feat.

Blood Tears

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You can spend 1 point of Stamina as a Bonus Action to tap into blood magic and draw forth your own blood to protect and aid you. When you do so, your eyes turn red and you begin to weep blood. During this time, you are immune to Gaze attacks, and gain Lifesense out to 30 feet. This effect persists for 1 minute.
While under this effect, you can as an Action flick your bloody tears from your face, splattering all creatures within a 15 foot cone. These creatures must make a Dexterity saving throw against your Wizard spell save DC or suffer from the Entangled condition for 1 minute, receiving a new save to end this condition early at the end of each of their turns. Once you flick your tears in this way, this effect immediately ends.
Should your Stamina be reduced to 0 or lower through the use of this exploit, you gain a point of Corruption.

Counterspell

  • Prerequisite: Wizard 5
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You can expend an amount of Stamina equal to the desired spell level, to cast the spell Counterspell as a Reaction. You can only cast this spell of a level with which you have spell slots in.

Damnation Susurrus

  • Prerequisite: Wizard 5
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You can spend 1 point of Stamina as an Action to manifest a choir of insidious whispers which echo into the minds of a single creature within 30 feet. That creature must make a Charisma saving throw against your spell save DC or attack a creature of your choice on its next turn, you can choose to make the creature attack itself. On failure it will use its Action to take the Attack action against the target.
You can spend an additional point of Stamina to target an additional target for each additional point spent, to a maximum number of targets equal to your Proficiency bonus.
Should your Stamina be reduced to 0 or lower through the use of this exploit, you gain a point of Corruption.

Defensive Feedback

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You can spend 1 point of Stamina as a Reaction to a spell that you have cast preventing damage to have the attacking creature, if they are within 30 feet of you, suffer 1d6 points of Force damage, with an additional 1d6 points of Force damage for every level of the spell that triggered this reaction.

Energy Shield

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You can spend 1 point of Stamina as an Action to form a shield of protection around yourself or a creature that you touch within 5 feet of you. Your target gains DR 5 against a single non-Physical damage type of your choice for 1 minute.

Expanded Preparation

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When you prepare your spells for the day choose one spell within your spellbook, you can expend a number of points of Stamina equal to half of the level of the chosen spell (minimum 1) to prepare this spell in addition to your normal allotment of prepared spells. You may do this a number of times equal to your Proficiency bonus whenever you would prepare spells.

Feral Shifting

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You can spend 1 point of Stamina as an Action to grow a pair of claws and a set of fangs, granting you a natural Claw and Bite attack, each with the Light weapon property. Your claws deal 1d4 points of Slashing damage, while your bite deals 1d6 points of Piercing damage. These natural weapons remain for 10 minutes, and utilize your Intelligence modifier for attack and damage.

Flame Arc

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You can spend 1 point of Stamina to unleash an arc of flame as a Bonus Action. Produce a 5-foot wide, 30-foot long line of fire that causes all creatures within its area to make a Dexterity saving throw against your Wizard Spell Save DC, or suffer 1d10 + your Intelligence modifier points of Fire damage, and the Aflamed (1d10 Fire) condition for 1 minute, save for half and negating the Aflamed condition. A creature that fails this save receives a new save to end this condition early at the end of each of their turns.
The base damage of this exploit increases by 1d10 whenever your Proficiency bonus would increase above +2.

Focused Summoning

  • Prerequisite: Wizard 5
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Whenever you cast a Summoning spell, you can spend 1 point of Stamina as a part of the action to cast that spell to enhance the summons formed through it. Each summon called by this spell gains your Proficiency bonus in temporary HP, and increase their Strength and Dexterity scores by 2, this effect remains for as long as the creature remains summoned or after you complete a Long Rest, whichever comes first.

Force Strike

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You can spend 1 point of Stamina to unleash a blast of force as a Bonus Action. This attack automatically hits a creature within 30 ft., and deals suffers 1d4 + your Intelligence modifier points of Force damage. With an additional 1d4 points of Force damage whenever your Proficiency bonus would increase above +2.

Ice Missile

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You can spend 1 point of Stamina to unleash a freezing blast of ice as a Bonus Action. Make a ranged spell attack using your wizard spell attack bonus against the Ballistic AC of a target within 30/90 ft., on a hit, your target suffers 2d8 + your Intelligence modifier points of Cold damage. With an additional 1d8 points of Cold damage whenever your Proficiency bonus would increase above +2.
Additionally, should your target be hit, they must make a Constitution saving throw against your Wizard Spell Save DC, or suffer from the Burdened condition for 1 round.

Illusion Catcher

  • Prerequisite: Wizard 5
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You gain a +1 Insight bonus on checks and saves made to resist or see through Illusions. Additionally, you can as a Reaction whenever you would successfully disbelieve an illusion spend 1 point of Stamina to attempt to take control of the illusion disbelieved. Make a spellcasting ability check as if you were dispelling the illusion, on success, you gain control of the illusion, as if you had cast it, and may alter how it looks as if you had just now cast the illusion.

Infectious Charms

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You can as a Reaction whenever you would successfully affect a creature single target creature with a Charm effect spell, spend 1 point of Stamina to have this charm effect infect an additional creature of your choice within 30 feet of the original target. That creature is now considered a target of the spell, and must make saves or checks as appropriate to resist the effects.

Lightning Lance

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You can spend 1 point of Stamina to unleash a crackling lance of lightning as a Bonus Action. Make a ranged spell attack using your wizard spell attack bonus against the Ballistic AC of a target within 120/360 ft., on a hit, your target suffers 2d6 + your Intelligence modifier points of Lightning damage. With an additional 1d6 points of Lightning damage whenever your Proficiency bonus would increase above +2.
Additionally, should your target be hit, this attack jumps to another creature within 30 feet of the original target, make another ranged spell attack against this target, should it hit they suffer 1d6 less damage than normal, but otherwise are treated as if they were struck by this attack. This attack can only chain once.

Mending Flesh

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You can spend 1 point of Stamina as an Action to infuse yourself or a creature touched with positive energy, healing the target. Your target gains Fast Healing equal to your Proficiency bonus for 1 minute.

Multimorph

  • Prerequisite: Wizard 5
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You can spend 2 points of Stamina as a Bonus Action while under a polymorph effect that you have produced to change your form as if you had just cast the polymorph spell. Any damage that your previous form is currently suffering from is applied to your new form.

Potent Magic

  • Prerequisite: Wizard 5
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You can spend 1 point of Stamina whenever you would make a spellcasting ability check to increase the total of your check by your Proficiency bonus.

Rift Fog

  • Prerequisite: Wizard 10
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You can spend 1 point of Stamina as an Action to conjure forth a fell vortex of chilling fog within 5 feet of you. This fog is a 5 foot radius area of chilling gray fog that holds hints of leering, fiendish faces that whirl within the mist. This fog acts like the Fog Cloud spell, with the following exceptions.
You can move the Fog on your turn as a Bonus Action up to 30 feet in any direction, including vertically. All creatures that start their turn inside the fog are surrounded by the coiling, otherworldly mist and suffer 2d6 points of Cold damage, and must make a Wisdom saving throw against your Wizard Spell Save DC or suffer from the effects of the Slow spell for 1 minute, receiving a new save at the end of each of their turns to end this effect early. A creature that saves against this effect is immune to the Slowing effect of this ability for 24 hours.
Should your Stamina be reduced to 0 or lower through the use of this exploit, you gain a point of Corruption.

Shadows Out of Light

  • Prerequisite: Wizard 5
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You can spend 1 point of Stamina as an Action to pull forth fiendish essence of the outer rifts to surround yourself in shadows for 1 minute, while formed with this nearly amorphous shadowy cloud, your eyes turn completely black. You gain a +2 Deflection bonus to Armor Class, and whenever a creature would trigger a Reactionary attack by you due to movement, you can use your Reaction to have this shadow attack them, dealing 2d6 points of Psychic damage to the triggering creature. Should your Stamina be reduced to 0 or lower through the use of this exploit, you gain a point of Corruption.

Sonic Blast

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You can spend 1 point of Stamina to unleash a burst of thunderous energy as a Bonus Action. Choose a point that you can see within 120 feet, you produce a 10-foot radius burst of sonic resonance that causes all creatures within its area to make a Constitution saving throw against your Wizard Spell Save DC, or suffer 2d6 + your Intelligence modifier points of Thunder damage, and the Deafened condition for 1 minute, save for half and negating the Deafened condition. A creature that fails this save receives a new save to end this condition early at the end of each of their turns.
The base damage of this exploit increases by 1d6 whenever your Proficiency bonus would increase above +2.

Spell Disruption

  • Prerequisite: Wizard 5
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You can expend an amount of Stamina equal to the desired spell level, to cast the spell Dispel Magic as an Action. You can only cast this spell of a level with which you have spell slots in.

Steward of the Great Beyond

  • Prerequisite: Wizard 7
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Whenever a creature within 60 feet of you would attempt to use a Teleportation effect, you can spend 1 point of Stamina to attempt to Anchor that creature to this plane. The triggering creature must make a Charisma saving throw against your Wizard Spell Save DC or suffer from the Anchored condition for 1 minute. A creature anchored in this way receives a new save to end this effect early at the end of each of their turns.

Spellcasting

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As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

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, your spell book holds knowledge over a number of 1st-level Wizard spells of your choice equal to 6 + your Intelligence score. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

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 double your Proficiency bonus + your Intelligence modifier + your wizard level. The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level wizard with a 16 Intelligence, you can prepare any combination of 1st, 2nd, or 3rd level spells up to 14. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level, a 2nd-level, or a 3rd-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 (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you add a number of wizard spells of your choice of the highest highest level known as shown on the table below:
Level Spells Gained Level Spells Gained
2nd 1st Level: 6 12th 6th Level: 4
3rd 2nd Level: 6 13th 7th Level: 3
4th 2nd Level: 6 14th 7th Level: 3
5th 3rd Level: 5 15th 8th Level: 3
6th 3rd Level: 5 16th 8th Level: 3
7th 4th Level: 5 17th 9th Level: 2
8th 4th Level: 5 18th 9th Level: 2
9th 5th Level: 4 19th 9th Level: 1
10th 5th Level: 4 20th 9th Level: 1
11th 6th Level: 4
Additionally, you add one spell for each level below your highest level you are capable of casting.   For example, if you are a 5th-level wizard level up to 6th level in wizard, you would learn 5 3rd level spells, 1 2nd level, and 1 1st level.   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. You can copy spells from a binder spellbook, a wizard's spellbook, or a scroll. Wizards cannot copy an extract into their spellbook and gain it as a Wizard spell.

Your Spellbook

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 that 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.

Arcane Tradition

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When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of any available schools. E.g. Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, Bladesinging, Blood Magic, Chronurgy, Graviturgy, Order of Scribes, Restoration, and War Magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Minor Arcana

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Through the beginnings of your studies of the arcane arts and the secret lore within yet to be discovered, you have reached outwards and grasped at the magical forces of arcanum and returned with knowledge expanding your understanding of magic and its role in the world.
Beginning at 2nd level, you gain one of the minor arcana features listed below:

Arcane Aptitude

You have focused your research towards the arcane arts, honing unto the fundamentals of arcanum. You learn two cantrips of your choice from any class. The chosen cantrips counts as a Wizard spell for you. This is in addition to the base number of cantrips that you know.

Battle Magic

You have focused your research not towards the arcane arts in a traditional sense, but towards its application in the ways of martial warfare. You gain proficiency in Light Armor and all Martial Weapons.

Tactical Wit

You have focused your research into analyzing battlefields and the application of magic in stressful situations, because of this, you are able to better prepare yourself and act quickly when needed. You add both your Intelligence and Dexterity modifier to Initiative checks that you make, instead of only the higher of the two.

Cantrip Formulas

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Starting 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.

Mystic Attunement

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Through your study of the spheres of magic you have enhanced your understanding of the arcane. Starting at 3rd level, you gain Expertise in the Arcana skill and one other skill or tool kit of your choice that you are proficient in. Additionally, whenever you would make an ability check made to identify a spell, ongoing spell effect, or an item, you have Advantage on your check.

Ability Score Improvement

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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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Arcane Channeling

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Starting at 5th level, you have learned how to passively channel the magical energies of the world into your body, granting you a single magical boon from the list below, you can change this boon whenever you would complete a Long Rest.
  • All natural movement speeds that you possess are increased by 5 feet, with an additional 5 feet for every +4 modifier in Intelligence that you have.
  • Your unarmed strikes are infused with magic, you treat your unarmed strikes as magical, and deal 1d4 points of damage with your unarmed strikes. You can use your Intelligence modifier instead of your Strength modifier for attack and damage rolls that you make with unarmed or natural attacks.
  • You can expend 1 point of Stamina to cast the Detect Magic or Identify spells.
  • You can expend 1 point of Stamina to teleport up to 5 feet per Proficiency bonus that you have as a Bonus Action.
  • You gain DR 3/Physical.

Arcane Font

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Starting at 5th level, your understanding of the fundamentals of the arcane has expanded allowing you to produce the simple magics of the apprentice arcanist with ease. If you cast a levelled spell on your turn, you may cast any Cantrip that requires an Action to cast as a Bonus Action instead.

Retained Magic

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Starting at 6th level you have learned how to utilize your spellbook more efficiently, allowing you to produce magical effects more often. While holding your spellbook, you can cast 1 additional 1st level spell. This improves at 10th level and every 4 levels thereafter, allowing you to cast 1 additional 2nd level spell, at 10th level, 1 additional 3rd level spell at 14th level, and 1 additional 4th level spell at 18th level. These additional spell slots are restored whenever you complete a Short or Long Rest.

Quick Study

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At 7th level, you are able to rapidly readjust your preparations as the occasion warrants. While holding your spellbook, you can spend 1 Stamina as a Bonus Action to change one spell that you have prepared to another spell that you know and have in your spellbook.

Spell Secrets (3rd)

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At 7th level, you learn one new spell of your choice from any class of 3rd level or lower. The chosen spell counts as a wizard spell for you. This is in addition to the base number of spells that you know.

Adept Arcana

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Beyond apprenticeship you have advanced your studies into the mystical and arcane, unlocking yet more secrets and fragmented knowledge of the arcane.
Beginning at 9th level, you gain one of the adept arcana features listed below:

Fluid Mind

You have attained a greater mastery of spell preparation. You can prepare 2 additional spells each day whenever you would prepare spells.

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 4 times the level of 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.

Spell Secrets (4th)

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At 11th level, you learn one new spell of your choice from any class of 4th level or lower. The chosen spell counts as a wizard spell for you. This is in addition to the base number of spells that you know.

Contingent Magic

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Starting at 13th level you have honed your magical skills yet further, allowing you to produce magical effects without much forethought, though limited in application. Whenever you would be attacked, subjected to a save, or whenever you would cast a spell, you can as a Reaction cast an Action spell as a Reaction. You can use this feature once, regaining this use once you complete a Long Rest. You gain an additional use of this feature at 18th level.

Spell Secrets (5th)

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At 15th level, you learn one new spell of your choice from any class of 5th level or lower. The chosen spell counts as a wizard spell for you. This is in addition to the base number of spells that you know.

Master Arcana

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Truly reaching the heights of masters you have uncovered the long-lost magical secrets of arcanum, unlocking abilities rarely seen in modern magic.
Beginning at 17th level, you gain 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. Whenever you would prepare spells for the day, you can alter a number of spells that require a saving throw equal to your Proficiency bonus, you can change the initial saving throw from one ability score to another of your choice for these altered spells, this altered essence remains until you complete a Long Rest. You can still use the traditional save for spells altered in this way.

Master of the Mundane

You have mastered the basics of magic to a degree few others can claim. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

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 of effect spells that use one of the following shapes: burst, cone, cube, cylinder, emanation, radius, or wall. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell, allowing you to ignore a number of 5 foot spaces within the area of effect as if they were not a part of the spells area equal to your Proficiency bonus.

Spell Secrets (6th)

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At 19th level, you learn one new spell of your choice from any class of 6th level or lower. The chosen spell counts as a wizard spell for you. This is in addition to the base number of spells that you know.

Signature Spells

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Starting at 20th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a number of wizard spells whose level is equal to or lower than 4 that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast any of these spells at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange any of the spells you chose for different spells.
 

Arcane Tradition

The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools.
In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.

Bladesinging

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

Bladesinging Features

LevelFeature
2nd Bladesong, Trained in War and Song
6th Extra Attack
10th Song of Defense
14th Song of Victory
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Bladesong (Ma)

At 2nd level you can invoke an ancient magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).   While your Bladesong is active, you gain the following benefits:
  • You gain an Insight bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain an Insight bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
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.

Trained in War and Song

At 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don’t already have it. If you are already proficient in armor you instead gain proficiency in the next heaviest armor. If you are already proficient with martial weapons, you instead gain proficiency with shields.

Extra Attack

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.

Song of Defense

At 10th level, you can direct your magic to reflect damage while your Bladesong is active. When you take damage, you can use your Reaction to expend one spell slot to force your attacker to make an Intelligence saving throw or suffer 2d10 points of Force damage for every level of the spell slot sacrificed, save for half.

Song of Victory

At 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.

Blood Magic

Considered taboo by many societies and magic practitioners, the use of blood magic — also known as hemocraft — is a rare art that harnesses the latent powers of a creature’s vitality to fuel and amplify the caster’s own capabilities, while manipulating and weakening the bodies of enemies from the inside. Some of the more macabre mages seeking to empower their arcane pursuits turn to hemocraft as a means of bolstering their spells, giving their own life’s blood to reach new heights of frightening magical prowess.
  • Trigger Warning: When playing this class and using features of blood magic, be aware and understanding of triggers when describing your actions and utilization of blood magic, as overly graphic descriptions of this magic can trigger your fellow players.

Blood Magic Features

LevelFeature
2nd Maledictions, Sacrificial Magic, Sanguine Burst
6th Bond of Suffering
10th Blood Channeling
14th Thicker Than Water
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Maledictions

At 2nd level, you gain the ability to alter your magic a malediction, a curse of the blood that can produce a variety of malignant effects, and that can be amplified for greater potency. You know one malediction at 2nd level, and learn an additional malediction at 6th level and every four levels thereafter.
When you invoke a malediction you expend one of your Hit Dice. While invoking a malediction, but before it affects your target, you may choose to amplify its effect by suffering damage equal to a roll of the spent Hit Die. An amplified malediction gains an additional effect, noted in its description. Creatures that do not have blood in their bodies are immune to Maledictions, at GM discretion.
You can use this feature once. You regain expended uses when you finish a Short or Long Rest. Beginning at 5th level, you can use your Maledictions feature twice between rests, at 10th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You can spend 2 points of Stamina to use this feature, even if you would normally be out of uses.
Malediction of Agony
As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 Necrotic damage if it makes more than one melee or ranged attack during its turn.
  • Amplify: This effect lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this effect ends.
Malediction of Binding
As a bonus action, you can attempt to bind a creature you can see within 30 feet that is no more than one size larger than you. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or have their speed be reduced to 0 until the end of your next turn.
  • Amplify: This malediction lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the affected creature can make another Strength saving throw. On a success, the effect ends.
Malediction of Corrosion
As a bonus action, a creature you choose within 30 feet of you becomes Poisoned for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends.
  • Amplify: A creature Poisoned by this malediction suffers 1d8 Poison damage every time it fails its Constitution saving throw to end this curse at the end of its turn.
Malediction of the Eyeless
When a creature you can see within 60 feet that is not immune to blindness makes a weapon attack, you can use your reaction to temporarily blind it, imposing disadvantage on the attack roll.
  • Amplify: The affected creature is blinded until the end of the turn.
Malediction of Fear
As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature.
  • Amplify: The next Wisdom saving throw the target makes before this curse ends has disadvantage. Once you have amplified this blood curse you must finish a Long Rest before you can amplify it again.
Malediction of Hemorrhaging
As a bonus action, you can you can choose to curse a creature that you can see within 30 feet for 1 minute. While cursed in this way, whenever the creature is hit by an attack, it takes an extra 1d6 Bleed damage. At the end of each of the creature’s turns, it can make a Constitution saving throw against your spell save DC, ending the curse on a success. This curse cannot be used against creatures that are undead or constructs.
  • Amplify: You cause the cursed creature to suffer this bleed damage whenever they would suffer damage and at the start of each of their turns, instead of only when they would be hit by an attack.
Malediction of the Marked
As a bonus action, you can mark a creature you can see within 60 feet. Until the end of your turn, all bonus damage you deal to the creature with your Sacrificial Magic feature is doubled.
  • Amplify: You cause the marked creature to also lose Resistance to your bonus damage from Sacrificial Magic until the beginning of your next turn.
Malediction of Shielding
When a creature you can see casts a spell that requires a Dexterity saving throw, you can use your Reaction to deflect the spell. You gain a bonus to the initial saving throw against that spell equal to your Constitution modifier (minimum of 1). This effect is invoked before the saving throw is rolled.
  • Amplify: You grant all allies within 5 feet of you this bonus to their saving throw against the triggering spell as well.
Malediction of Vulnerability
When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or spell.
  • Amplify: The target's resistance is lost until the end of your next turn.

Sacrificial Magic

At 2nd level, you learn to channel forbidden power by sacrificing some of your vital essence as part of your spellcasting. Whenever you cast a spell of 1st level or higher, you can gain a bonus to one damage roll of the spell equal to 1 + the spell's level by reducing both your maximum and current hit points by the same amount. This reduction to your hit point maximum lasts until you finish a Long Rest.
Flexible Casting
You can use your Hit Dice to gain additional spell slots, or sacrifice spell slots to regain spent Hit Dice. You learn other ways to use your Hit Dice as you reach higher levels. Your dedication to this unholy practice also allows you to recover all expended hit dice after you finish a Long Rest.
Creating Spell Slots
You can transform unexpended Hit Dice into one spell slot as a Bonus Action on your turn. The cost is a number of Hit Dice equal to 1 + the spell's level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a Long Rest.
Converting a Spell Slot to Hit Dice
As a Bonus Action on your turn, you can expend one spell slot and regain a number of expended Hit Dice up to the slot’s level.

Sanguine Burst

At 2nd level, you learn how to weave your life force into a spell you cast, boosting its intensity at the cost of your vitality. Whenever you roll damage for a spell you’ve cast of 1st level or higher, you can choose to take Bleed damage equal to the spell’s level to reroll a number of the damage dice up to your Intelligence modifier (minimum one). This damage can’t be reduced in any way, and you must use the new rolls.

Bond of Suffering

At 6th level, when a creature you can see hits you with an attack, you can use your Reaction to bind your vitality to the attacker and force them to share your pain. The attacker suffers damage equal to the damage that you took. This feature cannot be used against constructs or undead. You can use this feature once. You must finish a Short or Long Rest before you can use it again. At 14th level, you can use this feature twice between rests.

Blood Channeling

At 10th level, you can tap into your inner power and sacrifice your life essence to maintain your magical energies. When you take the spellcasting action, you can choose to reduce your maximum Hit Points by a number equal to double the level of spell being cast + your Proficiency bonus. If you do, the spell is cast without expending a spell slot. This maximum Hit Point reduction is restored after completing a Long Rest, it cannot be healed by any other means, except miraculous events such as a Miracle or Wish.

Thicker than Water

Upon reaching 14th level, the blood that flows through your veins is empowered with arcane vigor that mends wounds and helps preserve your life. Whenever a spell or magical effect causes you to regain hit points, you regain an additional number of hit points equal to your proficiency bonus. In addition, while you are concentrating on a spell, you have resistance to Physical damage from non-magical attacks.

Chronurgy Magic

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

Chronurgy Magic Features

LevelFeature
2nd Chronal Shift, Temporal Awareness
6th Momentary Stasis
10th Arcane Abeyance
14th Convergent Future
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Chronal Shift

At 2nd level, 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.

Temporal Awareness

At 2nd level, you can add your Intelligence modifier to your initiative rolls.

Momentary Stasis

At 6th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Arcane Abeyance

At 10th level, when you cast a spell using a spell slot of 4th level or lower, you can condense the spell’s magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.
A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes. Once you create a bead with this feature, you can’t do so again until you finish a short or long rest.

Convergent Future

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.

Graviturgy Magic

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

Graviturgy Magic Features

LevelFeature
2nd Adjust Destiny
6th Gravity Well
10th Violent Attraction
14th Event Horizon
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Adjust Density

At 2nd level, as an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target’s weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).
While the weight of a creature is halved by this effect, the creature’s speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature’s speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws. Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

Gravity Well

At 6th level, you’ve learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the 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.

Violent Attraction

At 10th level, 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.
You can use this feature 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

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 or until your concentration ends (as if you were concentrating on a spell). 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.

Order of Scribes

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

Order of Scribes Features

LevelFeature
2nd Awakened Spellbook, Wizardly Quill
6th Manifest Mind
10th Master Scrivener
14th One with the Word
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Awakened Spellbook

At 2nd level, using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook. While you are holding the book, it grants you the following benefits:
  • 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.

Wizardly Quill

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 spellbook is halved 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.

Manifest Mind

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.

Master Scrivener

At 10th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll.
The spellbook must be within 5 feet of you when you make the scroll. The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.
You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.

One with the Word

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 spellbook. Once you use this reaction, you can’t do so again until you finish a long rest.

School of Abjuration

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

School of Abjuration Features

LevelFeature
2nd Abjuration Savant, Arcane Ward
6th Projected Ward
10th Improved Abjuration
14th Spell Resistance
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Abjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.

Arcane Ward

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 a hit point maximum 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.
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

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.

Improved Abjuration

Beginning at 10th level, 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

Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.

School of Conjuration

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

School of Conjuration Features

LevelFeature
2nd Conjuration Savant, Conjuring Knowledge, Benign Transposition
6th Durable Summons
10th Focused Conjuration
14th Powerful Summons
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Conjuration Savant

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.

Conjuring Knowledge

Starting at 2nd level, you are able to understand the magical patterns and weaves of summoning spells from other sources of magic. You treat any spell with the Summoning descriptor as a wizard spell, and can learn and cast these spells as you would other wizard spells.

Benign Transposition

Starting at 2nd level, you can use your 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 or Medium creature. If that creature is willing, you both teleport, swapping places.
Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

Durable Summons

Starting at 6th level, any creature that you summon or create with a conjuration spell has temporary hit points equal to twice your Wizard level.

Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

Powerful Summons

Starting at 14th level, any creature that you summon or create with a conjuration spell adds half of your Intelligence modifier to their attack rolls.

School of Divination

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

School of Divination Features

LevelFeature
2nd Divination Savant, Portent
6th Expert Divination
10th The Third Eye
14th Greater Portent
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Divination Savant

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.

Portent

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

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.

The Third Eye

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.
  • Darkvision: You gain darkvision out to a range of 60 feet, as described in chapter 8, “Adventuring.”
  • 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 10 feet of you that are within line of sight.

Greater Portent

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.

School of Enchantment

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

School of Enchantment Features

LevelFeature
2nd Enchantment Savant, Hypnotic Gaze
6th Instinctive Charm
10th Split Enchantment
14th Alter Memories
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Enchantment Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.

Hypnotic Gaze

Starting at 2nd level 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 5 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 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

Instinctive Charm

Beginning at 6th level, 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 are immune to this effect.

Split Enchantment

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.

Alter Memories

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.
Additionally, once before the spell 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 Charisma 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.

School of Evocation

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.

School of Evocation Features

LevelFeature
2nd Evocation Savant, Sculpt Spells
6th Empowered Evocation
10th Elemental Torrent
14th Overchannel
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Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

Sculpt Spells

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. 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.

Empowered Evocation

Beginning at 6th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

Elemental Torrent

Beginning at 10th level, whenever you damage a creature with a targeted evocation cantrip you are infused with an elemental spark for one minute. This spark is removed on a successful dispel attempt or by an antimagic field. You can expend this spark whenever you would next cast an evocation spell of at least 1st level, if you do so, you cast a copy of the cantrip at the original target.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th 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.

School of Illusion

You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists 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.

School of Illusion Features

LevelFeature
2nd Illusion Savant, Improved Minor Illusion
6th Malleable Illusions
10th Illusory Self
14th Illusory Reality
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Illusion Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.

Improved Minor Illusion

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.

Malleable Illusions

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

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, 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.

Illusory Reality

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.

School of Necromancy

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

School of Necromancy Features

LevelFeature
2nd Grim Harvest, Necromancy Savant
6th Undead Thralls
10th Inured to Undeath
14th Command Undead
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Necromancy Savant

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. Finally, you add the Chill Touch cantrip, which doesn’t count against your cantrips known.

Grim Harvest

At 2nd level, you gain the ability to reap 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 regain hit points equal to twice the spell’s 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.

Undead Thralls

At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:
  • The creature’s hit point maximum is increased by an amount equal to your wizard level.
  • The creature adds your proficiency bonus to its weapon damage rolls.

Inured to Undeath

Beginning at 10th level, you have resistance to Necrotic damage, and your hit point maximum can’t be reduced through death or negative energy effects. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 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.

School of Restoration

The School of Necromancy is not only filled with death and the undead, but also life and healing, it is from this aspect of necromancy that your focus is derived. You have learned to harness the energy of life and death in order to repair the minds and bodies of those injured.
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.

School of Restoration Features

LevelFeature
2nd Healing Surge, Restoration Savant
6th Restorative Touch
10th Reactive Healer
14th Overhealing
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Restoration Savant

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. Additionally, you add the following spells to your wizard spell list: Cure Wounds, Death Ward, Greater Restoration, Heal, Healing Word, Lesser Restoration, Mass Cure Wounds, Mass Heal, Mass Healing Word, and Regenerate.
Finally, you add the Spare the Dying cantrip, which counts as a wizard spell for you and doesn’t count against your cantrips known.

Healing Surge

At 2nd level, you know how to transfer some of the energy of your arcane power into that of healing for you and your allies. Whenever you would spend Stamina to produce a magical exploit or enhance a spell that you have just cast, you can target a number creatures within 30 feet, including yourself, up to your Proficiency bonus, each creature targeted heals for your Intelligence modifier.

Restorative Touch

At 6th level, you know how to use your magic to help a creature overcome what ails them. You can use your Action to touch a creature and end one negative effect currently affecting them, as if you had cast the spell Lesser Restoration on them. You can use this feature twice, regaining any expended uses after you complete a Long Rest.

Reactive Healer

Beginning at 10th level, you know how to mend wounds almost as soon as they are gained. When a creature you can see within 30 feet takes damage, you can use your Reaction to cast a spell that restores hit points on it, which must have a casting time of 1 Action or Bonus Action, and be of 5th level or lower.

Overhealing

Starting at 14th level, you can channel excess magical energy into your healing spells, improving their potency and allowing you to wreath your allies in protective energy. Whenever a creature regains hit points from a spell you cast, they also gain temporary hit points equal to three times the level of the spell cast.

School of Transmutation

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

School of Transmutation Features

LevelFeature
2nd Minor Alchemy, Transmutation Savant
6th Transmuter’s Stone
10th Shapechanger
14th Master Transmuter
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Minor Alchemy

Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. 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. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

Transmutation Savant

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.

Transmuter’s Stone

Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:
  • Darkvision out to a range of 60 feet
  • An increase to speed of 10 feet 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)
Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter’s stone, the previous one ceases to function.

Shapechanger

At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.
Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Master Transmuter

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 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
  • Panacea: You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.
  • Restore Life: You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.
  • Restore Youth: You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.

War Magic

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

War Magic Features

LevelFeature
2nd Arcane Deflection, Tactical Wit
6th Power Surge
10th Durable Magic
14th Deflecting Shroud
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Arcane Deflection

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

Starting at 2nd level, 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.

Power Surge

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 finish a long rest, your number of power surges resets to 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.

Durable Magic

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.

Deflecting Shroud

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. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.
Type
Arcane

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