My Documents
Become a Patron!
## 5e Improvements ### ### Class- Spellcasting #### Cantrip Versatility *1st-level wizard optional feature)* You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list. #### Spell Casting *(1st-level Wizard feature)* The following spells are added to the Wizard spell list. |Spell Level| Spell Name | |:---:|:-----------| |Cantrip | ***Sapping Sting*** | |1st Level | ***Gift of Alacrity, Magnify Gravity*** | |2nd Level | ***Augury, Enhance Ability, Fortune’s Favour, Wrist Pocket*** | |3rd Level | ***Speak With Dead, Summon Undead, Pulse Wave*** | |4th Level | ***Divination, Gravity Sinkhole*** | |6th level | ***Gravity Fissure*** | |7th level | ***Tether Essence*** | |8th Level | ***Dark Star*** | ### ##### **Key** ### ## 5e Improvements ### Subclass #### Wizard: School of Illusion #### Illusory Step (10th-level Wizard School feature) You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger.
When a creature hits 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. \columnbreak #### Illusory Reality *(14th-level Wizard School feature)* You have learned the secret of weaving shadow magic into your illusions to give them a semireality.
When you cast an illusion spell you can choose one inanimate 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 the duration of the spell, or until you use your action to make it illusory again, or choose another object.
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. ###### (No Further Changes to the School of Illusions) ### #### Wizard: School of Necromancy #### Grim Harvest *(2nd-level Wizard School feature)* You gain the ability to reap life energy from creatures you kill with your spells.
When you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to the amount of creatures killed + 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. ###### (No Further Changes to the School of Necromancy) ### #### Wizard: School of Transmutation #### Minor Alchemy *(2nd-level Wizard School feature)* When you select this school, you can temporarily alter the physical properties of one non-magical object, changing it from one substance into another.
You perform a special alchemical procedure on one object composed of a combination of any of the following materials: wood, stone (but not a gemstone), iron, steel, nickel, zink, copper, silver or gold (other metals except *lead* the DM may also allow) transforming it into a different combination of the listed materials.
For every 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. 1 hour after you complete the procedure, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.
If you reach 10th levels in the wizard class you no longer need to concentrate on *Minor Alchemy.*
\pagebreak ## 5e Improvements ### Subclass #### Transmuter's Stone *(6th-level Wizard School feature)* You can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options: *
The creature gains a Darkvision out to a range of 60 feet, or increases their current Darkvison by 30ft.
*
The base movement speed of the creature increases by 10ft while the creature is unencumbered.
*
The creature gains proficiency in Alchemist Supplies, if the creature is already proficient they may add double their proficiency bonus with Alchemist Supplies if they aren't already doubling their proficiency bonus with Alchemist Supplies.
* 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. #### Polymorphism* *(10th-level Wizard School feature)* 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 only target yourself and transform into a beast whose challenge rating is CR 2 or lower and you can have the form be under as many effects of *Alter Self* as you wish, for the duration.
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. ###### (No Further Changes to the School of Transmutation)