___ At 2nd level, a wizard chooses the Arcane Tradition feature. Here are new options for the feature: Demonology, Magitek, and Theurgy. ### Demonology The School of Demonology delves into the forbidden knowledge of the Lower Planes, and by extent, the fiendish denizens of the Lower Planes. Wizards of this tradition is often shunned for, as the common derogatory phrase goes, "selling their souls to the demon," a misunderstanding that the wizards have long given up on correcting: First and foremost, it's the *devil* that is lawful and may offer a contract for souls (the *demon* is chaotic and wants little more than wanton destruction); and the most important part of Demonology is safety, for the power and knowledge of the infernal realm is so immense yet equally dangerous to untrained souls. #### Novice Demonologist When you adopt this tradition at 2nd level, you can speak, read and write one of the following languages: Abyssal, Infernal. Additionally, whenever you make an Intelligence (Arcana) or Wisdom (Religion) check related to the characteristics or weakness of a fiend, you are considered proficient in the skill, and your proficiency bonus is doubled for the check. #### Fiendish Assistant Also starting at 2nd level, you add the *find familiar* spell to your spellbook, if it is not there already. When you cast the *find familiar* spell, your familiar is always a fiend, you can choose one of the normal forms for your familiar or one of the following special forms: [imp](https://www.dndbeyond.com/monsters/imp) or [quasit](https://www.dndbeyond.com/monsters/quasit). When you use an action to cast a wizard spell of 1st level or higher, your familiar can use its reaction to make one attack. #### Abyssal Protection Clause When you reach 6th level, you add the *summon lesser demons* spell to your spellbook, if it is not there already. You can spend at least 1 hour and 150 gp worth of chalk and rare incenses to prepare a protective circle no larger than 10 feet that protects you from the demons from the Abyss. The circle lasts for 8 hours, after which it loses its protective magic, unless you spend another hour and materials to renew its magical properties. When you cast the *summon lesser demons* or *summon greater demon* spell while standing on the circle you prepared this way, you do not require material components for the spell, and the circle protect you from the summoned demons, as per the spell's effect. #### Signed, Sealed, and Damned At 10th level, you add the *infernal calling* spell to your spellbook, if it is not there already. You also strike a pact with one devil of your choice from the following list: [Imp](https://www.dndbeyond.com/monsters/imp), spined devil, [bearded devil](https://www.dndbeyond.com/monsters/bearded-devil), [hell hound](https://www.dndbeyond.com/monsters/hell-hound). You then learn its true name, which is written and recorded in your spellbook. When you summon the chosen devil with the *infernal calling* spell, it is friendly to your and obeys your command without requiring your it obeys your Charisma check, as long as you have your spellbook on your person as if it is the devil's talisman. Exposing the devil's true name to others without the devil's acknowledgment or permission breaches your contract with the devil. The devil automatically knows when you breach the contract this way, and at the DM's discretion, it can immediately materialize in an unoccupied space within 1 mile of you and learn your location. #### Infernal Courtesy When you reach 14th level, your knowledge and acquaintance with fiends provide you a limited protection against fiends because, well, a fiend always recognizes another fiend. When a fiend summoned by your wizard spell would attack you or target you with a spell or similar effect, it must first make a Wisdom saving throw against your wizard spell save DC. On a failed save, the fiend must choose a different target, or it fails on the attempted action with no other effects. On a successful save, the creature is immune to this effect for 24 hours. If you know the fiend's true name, you can force the Wisdom saving throw against it even if it is not summoned with your wizard spell, and it does not become immune to this effect on a successful save. ### Magitek The School of Magical Technology, or Magitek for short, attempts to trace the thin line between industrial achievements and magical researches — and take the best of the both. It is not uncommon to see a wizard of this tradition tinkering with metallic contraptions and gadgets, performing dangerous and volatile experiments that often involve a large keg of gunpowder, or daydreaming of a suit of armor that can walk and talk on its own. A famous yet often discredited quote best sums the Magitek tradition: "Any sufficiently analyzed magic is indistinguishable from science." #### Sufficiently Analyzed Magic When you adopt this tradition at 2nd level, you also adopt the scientific method for your arcane studies and researches. You gain the following benefits: \pagebreakNum
**Arcane Brewmaster.** The gold and time you must spend for crafting the following magic items are halved. The DM may adjust the list of magic items available for this feature at their discretion. See page 129 of *Xanathar's Guide to Everything* for rules applying when crafting a magic item. | Rarity | Magic Item | |:-:|:-| | Common | [*Potion of climbing*](https://www.dndbeyond.com/magic-items/potion-of-climbing), *potion of comprehension*, [*potion of healing*](https://www.dndbeyond.com/magic-items/potion-of-healing) | | Uncommon | [*Philter of love*](https://www.dndbeyond.com/magic-items/philter-of-love), *potion of fire breath*, [*potion of growth*](https://www.dndbeyond.com/magic-items/potion-of-growth), [*potion of resistance*](https://www.dndbeyond.com/magic-items/potion-of-resistance), [*potion of water breathing*](https://www.dndbeyond.com/magic-items/potion-of-water-breathing) | Rare | *Elixir of health*, [*oil of etherealness*](https://www.dndbeyond.com/magic-items/oil-of-etherealness), [*potion of clairvoyance*](https://www.dndbeyond.com/magic-items/potion-of-clairvoyance), [*potion of diminution*](https://www.dndbeyond.com/magic-items/potion-of-diminution), *potion of invulnerability* | | Very rare | [*Oil of sharpness*](https://www.dndbeyond.com/magic-items/oil-of-sharpness), [*potion of flying*](https://www.dndbeyond.com/magic-items/potion-of-flying), [*potion of invisibility*](https://www.dndbeyond.com/magic-items/potion-of-invisibility), [*potion of speed*](https://www.dndbeyond.com/magic-items/potion-of-speed), [*potion of vitality*](https://www.dndbeyond.com/magic-items/potion-of-vitality) | **Arcane Scribe.** The gold and time you must spend for scribing a spell scroll from your spellbook is halved. See page 133 of *Xanathar's Guide to Everything* for rules applying when scribing a spell scroll. **Arcane Tailor.** You can spend 10 minutes focusing your magic on a nonmagical clothing, infusing it with a strain of protective magic. While you are wearing the infused clothing, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. You must not wear an armor or wield a shield to gain this benefit. The infused clothing lasts for 8 hours, after which the magic fades and no longer grants you the Armor Class bonus. #### Arcane Sidearm Also starting at 2nd level, you forge a light yet deadly firearm using a your knowledge of engineering, metallurgy, and arcane magic. This firearm is hereafter referred as your arcane sidearm. You are proficient with your arcane sidearm, and you use your Intelligence instead of Dexterity for attack and damage rolls you make with it. The sidearm is a ranged weapon that deals 1d10 piercing damage and has a normal range of 30 feet and long range of 90 feet. The sidearm weighs 3 pounds has the *loading* property. You do not require to craft a separate ammunition for your sidearm; instead, you can produce a pellet from your component pouch as if providing a material component for your wizard spells. You can use your arcane sidearm as a spellcasting focus for your wizard spells. When you cast a wizard spell that requires you to make an attack roll using your arcane sidearm as a spellcasting focus, the ranged spell attacks for the spell ignore half cover and three-quarters cover. If you lose your arcane sidearm, you can create a new one over the course of three days of work (eight hours each day) by expending at least 100 gp worth of metal and other raw materials. #### Practical Arcana At 6th level, you hone your skills with your arcane sidearms and magical engineering for more practical uses. You gain the following benefits: **Arcane Gunslinger.** Your arcane sidearm counts as magical for the purpose of overcoming resistance and immunity against nonmagical weapons. When you use an action to cast a wizard spell, you can use a bonus action to make a weapon attack with your arcane sidearm. **Ballistic Injection.** When you craft a magical potion, you can choose to craft it as a glass orb filled with the vaporized contents. At the DM's discretion, you can also spend 10 minutes to modify a magic potion as a glass orb during a short rest or long rest. When you make a weapon attack with your arcane sidearm, you can choose to load your sidearm with the glass orb crafted with this feature instead of a normal pellet. If you do so, the glass orb shatters on a hit, dispersing the vapor around the target. The target does not take damage from the attack, and it gains the same benefit as if it has drank the potion. **Infuse Magic.** When you cast a wizard spell of 5th level or lower with a casting time of 1 action, You can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effect occur. Instead, the spell transfers into that item for later use if the item does not already contain a spell from this feature. Any creature holding the item thereafter can use its action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional target. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item. When you infuse a spell this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have spells infused with this feature up to a number equal to your Intelligence modifier (minimum of one spell). #### Applied Thaumaturgy When you reach 10th level, you can utilize your understanding on magical and technological principles to take one step beyond the boundaries of arcane engineering. You gain the following benefits: **Arcane Grenadier.** As an action, you can expend a spell slot to fire a pellet to a point within 90 feet of you with your arcane sidearm. You do not need to have a line of sight to the target point, as long as the pellet can physically fired and thrown to the point. On impact, the pellet creates a magical explosion in a 10-foot sphere centered on the point of impact. Each creature in the area must make a Dexterity saving throw against your wizard spell save DC. The creature takes force damage on a failed save, or half damage on a successful save. The force damage equal 2d6 with a 1st-level spell slot, plus 1d6 for each slot level above 1st, to a maximum of 6d6. The explosion also ends all magical effects within the area, provided that the effect is created by a spell of a level equal to or lower than the spell slot you expended for this feature. **Magical Archivist.** You can cast a spell from a spell scroll even if the spell is not on the wizard spell list, provided that the spell's level is no higher than half the highest level of wizard spell that you can normally cast. If you do so, you can treat the spell as a wizard spell for you. \pagebreakNum
If you attempt to cast a spell from a spell scroll and the spell is not on the wizard spell list, you must make an Intelligence check against the DC of 10 + the spell's level. On a failed check, the spell fails and disappears from the scroll with no other effect. #### Magitek Virtuoso At 14th level, your knowledge and skills on magical technology are second to none. You gain the following benefits: **The Fastest Gun in the Material Plane.** At the start of the first round in combat, you can use a reaction to make a weapon attack with your arcane sidearm. If you hit a creature this way, you can cast a wizard spell of 5th level or lower that has a casting time of 1 action and does not have a range of self, as a part of the same reaction. The spell must target the creature you hit with your arcane sidearm. If the spell has an area of effect, it is centered on the creature. **Overdose Potion.** When you drink a potion, you can gain a +2 bonus to Armor Class, ability checks, attack rolls, damage rolls, saving throws, and wizard spell save DC until the end of your next turn. If the potion has an effect that lasts for 1 minute or more, the bonus you gain from this feature also lasts for the potion's duration. Overdosing magical potion can be detrimental to your health. The first time you benefit from this feature, you suffer no adverse effect. If you benefit from this feature again before you finish a long rest, you take 2d6 necrotic damage when you drink the potion. Each time you benefit from this feature again before finishing a long rest, the necrotic damage you take increases by 2d6. This damage ignores your immunity and resistance. ### Theurgy A number of deities claim arcane magic as their domain, for magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons. Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists. Such spellcasters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious devotion. #### Divine Inspiration When you adopt this tradition at 2nd level, you gain proficiency in the Religion skill, if you do not have it already. Additionally, choose a domain from your chosen's deity's list of eligible domains. The following domains are especially appropriate for a wizard who adopts the Theurgy tradition: Knowledge, Light, Tempest. ##### Arcane Initiate At 2nd level, you add the *cure wounds* spell to your spellbook. This spell is a wizard spell for you, but other wizards cannot it from your spellbook into their own spellbooks. Whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots. If you have added all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots, but you cannot add a cleric spell of 6th level or higher this way. Any cleric spell you gain from this feataure is considered a wizard spell for you, but other wizards cannot copy cleric spells from your spellbook into their own spellbooks. ##### Channel Arcana You gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You know two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your cleric domain. You employ that Channel Divinity option by using your Channel Arcana ability. When you use your Channel Arcana, you choose which effect to create. You must then finish a short rest or long rest to use your Channel Arcana again. Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC. **Channel Arcana: Divine Arcana.** When you cast a wizard spell, you can use your Channel Arcana to speak a prayer to bolster your spell with your deity's divine energy. The spell gains a +2 bonus to any attack roll you make for it or its saving throw DC, as appropriate. #### Arcane Therapist Starting at 6th level, when you cast a wizard spell of 1st level or higher that restores hit points to a creature other than yourself, you gain temporary hit points equal to your Intelligence modifier + three times the spell's level (minimum of 1). Additionally, you learn a new Channel Arcana option: Preemptive Arcana. **Channel Arcana: Preemptive Arcana.** When you cast a wizard spell of 1st level or higher to restore hit points to a creature, you can use your Channel Divinity Arcana to speak a prayer to heighten your spell's effectiveness. The creature also gains temporary hit points equal to your Intelligence modifier + three times the spell's level (minimum of 1). #### Divine Font Beginning at 10th level, you can channel your deity's power for a surge of magical energy. As an action, you can implore your deity's aid, and roll percentile dice. If you roll a number equal to or lower than your wizard level, you immediately recover expended spell slots. The combined level of the spell slots you recover must be equal to or less than half your wizard level (rounded up), and none of the slots must be of 6th level or higher. If you successfully recover spell slots with this feature, you cannot use this feature again for the next 7 days. Otherwise, you can use it again after you finish a long rest. #### Divine Savant When you 14th level, you choose four spells from the cleric spell list, two for each of the following levels: 6th and 7th. You add the chosen spells to your spellbook. The spells added this way are wizard spells for you, but other wizards cannot copy them from your spellbook to their own spellbooks. \pagebreakNum