Wizard, the Bamstacks Variant v1

by Bamstacks

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Wizard, the Bamstacks Variant

The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study.

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, as described in chapter 10.

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.

Other Changes

This variant is intended to go along with the other changes, like class proficiency bonuses, detailed here.

The Wizard

Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.

Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.

Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.

Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.

The Wizard
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2 - - - - - - - -
2nd +2 Arcane Tradition 3 3 - - - - - - - -
3rd +2 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 4 4 3 2 - - - - - -
6th +3 Arcane Tradition Feature 4 4 3 3 - - - - - -
7th +3 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 4 4 3 3 2 - - - - -
9th +4 4 4 3 3 3 1 - - - -
10th +4 Arcane Tradition Feature 5 4 3 3 3 2 - - - -
11th +4 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 5 4 3 3 3 2 1 1 - -
14th +5 Arcane Tradition Feature 5 4 3 3 3 2 1 1 - -
15th +5 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Archmage 5 4 3 3 3 3 2 2 1 1

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, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to join the School of Enchantment, make Charisma your next-best score. Second, choose the sage background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep.

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: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

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

Alternatively, you can roll 4d4 x 10 gp and buy your starting equipment.

Wizard Multiclassing

Wizards follow all the normal rules for multiclassing. The following tables function as additions to the normal multiclassing rules.

Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 15 to take a level in this class, or to take a level in another class if you are already a wizard.

Spell Slots. Add all your levels in the wizard class to the appropriate levels from other classes to determine your available spell slots.

Wizard Proficiency Bonus. When multiclassed, any wizard class feature that refers to your wizard proficiency bonus refers to what your proficiency bonus would be if only taking your wizard levels into account. If not multiclassed, this value will equal your regular proficiency bonus. Refer to the Wizard Class Table in the Proficiency Bonus column for your wizard level for what your wizard proficiency bonus is.

Spellcasting

1st-level Wizard feature

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 wizard spell list.

Cantrips

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. Whenever you finish a long rest, you can replace one wizard cantrip you know with another from the wizard spell list.

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips,
which are fixed in your mind.

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.

Preparing and Casting Spells

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

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

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

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

Spellcasting Ability

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

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Ritual Casting

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

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) or your spellbook as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. 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 (see the “Your Spellbook” sidebar).

Arcane Recovery

1st-level Wizard feature

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

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

Arcane Tradition

2nd-level Wizard feature

You choose an arcane tradition, shaping your practice of magic through one of eight schools detailed at the end of the class description.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

4th-level Wizard feature

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, you can increase two ability scores of your choice by 1, or you can take a feat. As normal, you can’t increase an ability score above 20 using this feature.

Spell Mastery

18th-level Wizard feature

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

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

Archmage

20th-level Wizard feature

Your ability to weave magic to suit your whim becomes unparalleled. You may cast a wizard spell of 1st through 5th level even if it is not prepared, whether or not it appears in your spellbook as long as you have the spell slot to do so. You must provide the components of the spell as normal.

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.

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.

Abjuration Savant

2nd-level Abjuration feature

Choose one Abjuration spell of 1st level from the Wizard spell list, and add it to your spellbook for free. Whenever you gain access to a new level of spell slots in this class, you can add one Abjuration spell from the Wizard spell list of a level you can cast as a wizard to your spellbook for free. You can also prepare a number of Abjuration spells that don’t count against your number of spells you can prepare each day equal to half your wizard level, rounded down.

You may also use a Magic Action to change a prepared Abjuration spell for another Abjuration spell in your spellbook. Once you use this feature, you may not do again until you finish a long rest.

Arcane Ward

2nd-level Abjuration feature

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

6th-level Abjuration feature

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

10th-level Abjuration feature

When you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.

Spell Resistance

14th-level Abjuration feature

You have advantage on saving throws against spells, and you have resistance against the damage of spells.

School of 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.

Training in War and Song

When you adopt this tradition 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.

Bladesong

2nd-level Bladesinger feature

You can invoke an elven 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 a 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 a 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.

Extra Attack

6th-level Bladesinger feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips with a casting time of 1 action in place of one of those attacks.

Song of Defense

10th-level Bladesinger feature

You can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to ten times the spell slot's level.

Song of Victory

14th-level Bladesinger feature

You can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.

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.

Conjuration Savant

2nd-level Conjuration feature

Choose one Conjuration spell of 1st level from the Wizard spell list, and add it to your spellbook for free. Whenever you gain access to a new level of spell slots in this class, you can add one Conjuration spell from the Wizard spell list of a level you can cast as a wizard to your spellbook for free. You can also prepare a number of Conjuration spells that don’t count against your number of spells you can prepare each day equal to half your wizard level, rounded down.

You may also use a Magic Action to change a prepared Conjuration spell for another Conjuration spell in your spellbook. Once you use this feature, you may not do again until you finish a long rest.

Improved Familiar

2nd-level Conjuration feature

You add the find familiar spell to your spellbook, if it is not there already. If you already know the find familiar spell, you may choose another wizard conjuration spell of 1st level instead. find familiar becomes fixed in your mind, it is always prepared, and does not count against your daily spell preparation limit.

If your familiar has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

If your familiar is about to take damage, you can dismiss your familiar immediately as a reaction, causing it to disappear. You may have it reappear as an action anywhere within 30 feet of you.

You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence.

Benign Transposition

6th-level Conjuration feature

You can use your bonus action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small 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.

When you reach 14th level, the distance of the teleport increases to 60 feet.

Focused Conjuration

10th-level Conjuration feature

While you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

Durable Summons

14th-level Conjuration feature

Any creature that you summon or create with a conjuration spell has temporary hit points equal to twice your wizard level, and its attacks deal extra damage of the attack's damage type on a hit equal to your Intelligence modifier.

School of Chronurgy

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.

Chronal Shift

2nd-level Chronurgy feature

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 use when you finish a long rest.

Temporal Awareness

2nd-level Chronurgy feature

You can add your Intelligence modifier to your initiative rolls.

Momentary Stasis

6th-level Chronurgy feature

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

10th-level Chronurgy feature

When you cast a spell with a casting time of 1 action or bonus action 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 aflash of light, and the spell is lost.

A creature holding the bead, as long as the creature was not summoned by a spell, 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

14th-level Chronurgy feature

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.

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.

Divination Savant

2nd-level Divination feature

Choose one Divination spell of 1st level from the Wizard spell list, and add it to your spellbook for free. Whenever you gain access to a new level of spell slots in this class, you can add one Divination spell from the Wizard spell list of a level you can cast as a wizard to your spellbook for free. You can also prepare a number of Divination spells that don’t count against your number of spells you can prepare each day equal to half your wizard level, rounded down.

You may also use a Magic Action to change a prepared Divination spell for another Divination spell in your spellbook. Once you use this feature, you may not do again until you finish a long rest.

Portent

2nd-level Divination feature

Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Expert Divination

6th-level Divination feature

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

10th-level Divination feature

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

14th-level Divination feature

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.

Enchantment Savant

2nd-level Enchantment feature

Choose one Enchantment spell of 1st level from the Wizard spell list, and add it to your spellbook for free. Whenever you gain access to a new level of spell slots in this class, you can add one Enchantment spell from the Wizard spell list of a level you can cast as a wizard to your spellbook for free. You can also prepare a number of Enchantment spells that don’t count against your number of spells you can prepare each day equal to half your wizard level, rounded down.

You may also use a Magic Action to change a prepared Enchantment spell for another Enchantment spell in your spellbook. Once you use this feature, you may not do again until you finish a long rest.

Hypnotic Gaze

2nd-level Enchantment feature

When you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 30 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 30 feet away from the creature, if the creature can neither see nor hear you, or if 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

6th-level Enchantment feature

When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed have advantage on this saving throw.

Split Enchantment

10th-level Enchantment feature

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

14th-level Enchantment feature

You gain the ability to make a creature unaware of your magical influence on it. When you attempt to charm a creature whose Intelligence score is equal to or lower than yours, you can alter the creature's understanding so that it remains unaware of being charmed. If the creature's Intelligence score is higher than yours, it may attempt to succeed on a Wisdom saving throw to become aware you attempted to charm it.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Intelligence modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.

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.

Evocation Savant

2nd-level Evocation feature

Choose one Evocation spell of 1st level from the Wizard spell list, and add it to your spellbook for free. Whenever you gain access to a new level of spell slots in this class, you can add one Evocation spell from the Wizard spell list of a level you can cast as a wizard to your spellbook for free. You can also prepare a number of Evocation spells that don’t count against your number of spells you can prepare each day equal to half your wizard level, rounded down.

You may also use a Magic Action to change a prepared Evocation spell for another Evocation spell in your spellbook. Once you use this feature, you may not do again until you finish a long rest.

Sculpt Spells

2nd-level Evocation feature

You can create pockets of relative safety within the effects
of your evocation spells. When you cast an evocation spell that affects creatures that you can see, including yourself,
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.

Potent Cantrip

6th-level Evocation feature

Your mastery of elemental damage allows you to
alter your damaging cantrips. Whenever you cast a
cantrip that deals a type of damage from the following
list, you can change that damage type to one of the other listed types: acid, cold, fire, lightning, poison or thunder.

Empowered Evocation

10th-level Evocation feature

You can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

Overchannel

14th-level Evocation feature

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 in creases by 1d12. This damage ignores resistance and immunity.

School of Graviturgy

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.

Adjust Density

2nd-level Graviturgy feature

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 you end the effect, no action required.

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

6th-level Graviturgy feature

Whenever you cast a spell on a creature, you can move the target 10 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

10th-level Graviturgy feature

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 2d8 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 or decrease the fall's damage by 3d8.

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

14th-level Graviturgy feature

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 4d10 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 3 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 to use it again.

School of Hemomancy

Sometimes wizards that are particularly practiced in the art of necromancy decide to delve deeper into one of the more esoteric necromantic practices; the art of hemomancy. Those wizards that dare to delve into this craft find themselves learning how to manipulate and control the very essence of many living organisms. Although wizards that practice Hemocraft may have a stigma of evil necromancers or vampires; some wizards have been known to utilize hemomancy in a positive manner, and just seek to further understand the fundamentals of life itself.

Fundamental Hemocraft

2nd-level Hemomancy feature

You’ve developed a basic knowledge of how to manipulate and control blood within a willing or dead creature. As an action, you can produce one of the following effects;

  • You can draw, manipulate, or move 1 quart of blood up to 10 feet away. This cannot be done to a living creature unless the blood loss is negligible.
  • You can chill or warm the blood of a willing creature or 1 gallon of blood for up to 1 minute.
  • You can revitalize 1 gallon of blood as if it were freshly harvested, if the blood is no more than 7 days old.

In addition, when you reach 5th level in this class, you learn the blood ball spell. The spell becomes fixed in your mind, it is always prepared, and does not count against your daily spell preparation limit.

Extract Essence

2nd-level Hemomancy feature

You’ve learned how to extract the very essence of life, blood, at the moment of death. When a creature that has blood you can see dies within 60 feet of you, you can use your reaction to drain them of their essence, represented through one of their hit dice, and you can redirect it to a separate creature you can see within 60 feet of the creature who had died. If the creature is willing and friendly, they heal equal to the roll of the hit die. If they are hostile or not willing, they take necrotic damage equal to the roll of the hit die.

When you Extract Essence you can expend a spell slot to bolster their essence. For each Spell Level expended, you can add one more of their hit dice to the damage or healing roll, up to the creature’s Challenge Rating or Level (minimum 1). For example, an Owlbear with CR of 3 yields a hit die of 1d10, and if you expend a 1st level spell slot the extracted essence becomes 2d10. Alternatively, if you expend a 3rd level spell slot the extracted essence becomes 4d10.

Potent Bloodletting

6th-level Hemomancy feature

Your research and understanding of Hemocraft has strengthened your spells, allowing you to extract more potent essences, as well as sacrifice your own vitality. When you deal necrotic damage or heal a creature with a spell or with Extract Essence, one of the rolls gains a bonus equal to your Intelligence modifier.

In addition to this, as an action, you can expend one of your hit dice and immediately treat it as if you had used Extract Essence. When you expend a hit die in this manner, you take necrotic damage equal to the number rolled which cannot be reduced in any way and you cannot target yourself with the Essence you have extracted in this way.

Sanguine Control

10th-level Hemomancy feature

You’ve learned how to aptly control those who have blood within their bodies; and creatures fear your spells and what they can do to them. When you deal necrotic damage to a creature with a spell or Extract Essence, any healing they receive is halved until the start of your next turn.

In addition to this, when a creature with blood critically fails on their saving throw against one of your Spells, you can force the creature to suffer one of the following effects;

  • Crimson Puppet. You take control of the creature by controlling their blood. The creature moves up to half their speed and makes one melee attack against a creature of your choice.
  • Exsanguinate. You drain a significant amount of blood from the creature, and they gain one level of exhaustion.
  • Hemophilia. You force the creature to hemorrhage out of every possible orifice they possess, and the creature suffers disadvantage on all attack rolls and ability checks until the end of their next turn.
  • Purpura. You cause the blood vessels within the creature to swell and threaten to burst at any injury. Until the start of your next turn, any time the creature receives damage from an attack, they take an additional 1d4 necrotic damage.

Hemocraft Mastery

14th-level Hemomancy feature

You’ve attained a mastery of extracting the essence of life out of creatures. When you Extract Essence from a creature, you may now target two separate creatures to deal damage or to heal from the essence. This applies to Potent Bloodletting when you sacrifice one of your hit dice as well.

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 — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

Illusion Savant

2nd-level Illusion feature

Choose one Illusion spell of 1st level from the Wizard spell list, and add it to your spellbook for free. Whenever you gain access to a new level of spell slots in this class, you can add one Illusion spell from the Wizard spell list of a level you can cast as a wizard to your spellbook for free. You can also prepare a number of Illusion spells that don’t count against your number of spells you can prepare each day equal to half your wizard level, rounded down.

You may also use a Magic Action to change a prepared Illusion spell for another Illusion spell in your spellbook. Once you use this feature, you may not do again until you finish a long rest.

Improved Minor Illusion

2nd-level Illusion feature

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

6th-level Illusion feature

When you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.

Illusory Self

10th-level Illusion feature

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

14th-level Illusion feature

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 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 Lore Mastery

Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure.

Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Some savants take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. Other savants are generous teachers, countering ignorance and deception with deep knowledge and good humor.

Lore Mastery

2nd-level Lore Mastery feature

Starting at 2nd level, you start the process of becoming a compendium of knowledge on a vast array of topics. Choose one skill between Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for that ability check. At 10th level, choose one more skill from the list to gain this benefit.

In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).

Spell Secrets

2nd-level Lore Mastery feature

You master the first in a series of arcane secrets uncovered by your extensive studies. You gain a number of Lore Points equal to half your wizard level, rounded down, representing your exhaustible ability to use these uncovered arcane secrets. You recover all expended Lore Points when you finish a long rest. A spell can only be altered once using Lore Points; for example, you cannot alter the spell's damage while also altering the saving throw, even if you have the prerequisite Lore Points available.

When you cast a spell with a spell slot and the spell deals acid, cold, fire, lightning, or thunder damage, you can expend a Lore Point to substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it.

When you cast a spell with a spell slot and the spell requires a saving throw, you can expend Lore Points equal to the level of the spell slot used to change the saving throw. If the original saving throw was Strength, Dexterity, or Constitution, you can change it to another from that list. If the original saving throw was Intelligence, Wisdom, or Charisma, you can change it to another from that list. This ability only changes the initial saving throw. Any subsequent saving throws target the original ability score.

Alchemical Casting

6th-level Lore Mastery feature

You learn to be able to exchange some of your magical capabilities for increased access to your arcane secrets. As a bonus action, you can expend a spell slot to regain expended Lore Points equal to the level of the expended spell slot.

In addition, your access to arcane secrets expands. When you cast a spell with a spell slot, you gain the following abilities:

  • You can expend 1 Lore Point to increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 1d8 of a damage type of your choice dealt by the spell. If the spell can deal damage on more than one turn, it deals this extra damage only on the turn you cast the spell.
  • You can expend 1 Lore Point to double the spell’s range.
  • You can expend Lore Points equal to the level of the spell slot used to increase the spell’s potency. Increase the spell’s save DC by 2.

Prodigious Memory

10th-level Lore Mastery feature

You have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a short or long rest.

You also regain 2 expended Lore Points when you finish a short rest.

Master of Magic

14th-level Lore Mastery feature

Your knowledge of magic allows you to duplicate spells normally inaccessible to you. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it, but it does not count as a prepared spell for you. The ability to cast the spell vanishes from your mind when you cast it.

You can’t use this feature again until you finish a long rest.

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.

Necromancy Savant

2nd-level Necromancy feature

Choose one Necromancy spell of 1st level from the Wizard spell list, and add it to your spellbook for free. Whenever you gain access to a new level of spell slots in this class, you can add one Necromancy spell from the Wizard spell list of a level you can cast as a wizard to your spellbook for free. You can also prepare a number of Necromancy spells that don’t count against your number of spells you can prepare each day equal to half your wizard level, rounded down.

You may also use a Magic Action to change a prepared Necromancy spell for another Necromancy spell in your spellbook. Once you use this feature, you may not do again until you finish a long rest.

Grim Harvest

2nd-level Necromancy feature

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 gain temporary 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. If the spell you cast also grants you temporary hit points, the temporary hit points granted by this feature stack with any temporary hit points granted by the spell.

Undead Thralls

6th-level Necromancy feature

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

10th-level Necromancy feature

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. You have resistance to necrotic damage, and your hit point maximum can’t be reduced.

Command Undead

14th-level Necromancy feature

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.

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!

Wizardly Quill

2nd-level Scribes feature

As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

  • The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
  • The time you must spend to copy a spell into your spell book equals 2 minutes per spell level if you use the quill for the transcription.
  • You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.

This quill disappears if you create another one or if you die.

Awakened Spellbook

2nd-level Scribes feature

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 dealt by another spell in your spellbook, which magically alters the spell's formula for this casting only. A spell must explicitly do the type of damage for you to use it for this feature (i.e. absorb elements can not be used to change a spell's damage type to fire, for instance).
  • 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.

Manifest Mind

6th-level Scribes feature

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

10th-level Scribes feature

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

14th-level Scribes feature

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 1d4 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spell book.

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

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.

Transmutation Savant

2nd-level Transmutation feature

Choose one Transmutation spell of 1st level from the Wizard spell list, and add it to your spellbook for free. Whenever you gain access to a new level of spell slots in this class, you can add one Transmutation spell from the Wizard spell list of a level you can cast as a wizard to your spellbook for free. You can also prepare a number of Transmutation spells that don’t count against your number of spells you can prepare each day equal to half your wizard level, rounded down.

You may also use a Magic Action to change a prepared Transmutation spell for another Transmutation spell in your spellbook. Once you use this feature, you may not do again until you finish a long rest.

Minor Alchemy

2nd-level Transmutation feature

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 crystal, wood, stone (but not a gemstone), iron, steel, copper, glass, 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.

Transmuter’s Stone

6th-level Transmutation 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:

  • 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

10th-level Transmutation feature

You add the polymorph spell to your spellbook, if it is not there already. If you already have the polymorph spell, you may select another wizard transmutation spell of up to 5th level. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and your concentration on the spell cannot be broken as a result of taking damage.

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

14th-level Transmutation feature

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 touch the corpse of a creature with your transmuter's stone, and you can cast the raise dead spell on it, without expending a spell slot, without material components, 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.

School of 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?"

Arcane Deflection

2nd-level War Magic feature

You have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

Tactical Wit

2nd-level War Magic feature

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

6th-level War Magic feature

You can store magical energy within yourself to later empower your damaging spells.

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. When you finish a short rest, you can regain 1 expended 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 your wizard level.

Durable Magic

10th-level War Magic feature

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

14th-level War Magic feature

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 within 60 feet of you each take force damage equal to half your wizard level.

Wizard Spell List

Notes:

This is the list of spells available to wizards when they choose which spells to scribe in their spellbook. (UA) refers to unearthed arcana, and (HB) refers to homebrew spells. Spells with an asterisk indicate they have been modified. Spell changes are found here.

Cantrips (0 Level)
  • Acid Splash*
  • Blade Ward*
  • Booming Blade*
  • Call MeteoriteHB
  • Control Flames*
  • Create Bonfire
  • Crimson SplatterHB
  • Dancing Lights*
  • Encode Thoughts
  • Fetid NailHB
  • Fire Bolt
  • Fool's GoldHB
  • Friends*
  • Frostbite
  • GloomHB
  • Green-Flame Blade*
  • Gust*
  • Illusory FeintHB
  • Infestation*
  • Light*
  • Lightning Lure*
  • Mage Hand*
  • Mage WardHB
  • Mending*
  • Message*
  • Mind Sliver
  • Minor Illusion*
  • Mold Earth*
  • PitifulnessHB
  • PocketswapHB
  • Poison Spray*
  • Prestidigitation*
  • Ray of Frost
  • Sapping Sting
  • Shape Water*
  • Shocking Grasp*
  • Speak TrueHB
  • Spectral Hand*
  • Sword Burst*
  • Temporal BeatHB
  • Thunderclap*
  • Toll the Dead
  • True Strike*
1st Level
  • Absorb Elements
  • Acid StreamUA
  • Alarm
  • AspirHB
  • Blood Spear
  • Burning Hands*
  • Catapult
  • Cause Fear*
  • Chaos Bolt
  • Charm*
  • Chromatic Orb
  • Color Spray*
  • Comprehend Languages
  • Corpse MaskHB
  • Detect Magic
  • Disguise Self
  • Distort Value
  • DrainHB
  • Earth Tremor
  • Evil EyeHB
  • Expeditious Retreat*
  • False Life
  • Feather Fall
  • Find Familiar
  • Fog Cloud*
  • Frost Fingers*
  • Gift of Alacrity
  • Grease
  • Ice Knife
  • Id InsinuationUA
  • Identify
  • Illusory Script*
  • Jim's Magic Missile
  • Jump*
  • Longstrider
  • Mage Armor
  • Magic Missile*
  • Magnify Gravity
  • Oscillating ChronologyHB
  • Protection from Evil and Good
  • PuppetUA
  • Ray of Sickness
  • Sense Emotion
  • Shield*
  • Silent Image
  • Sleep
  • Snare
  • Sudden AwakeningUA
  • Swarm Pest
  • Tasha's Hideous Laughter
  • Tenser's Floating Disk
  • Thunder PunchHB
  • Thunderwave
  • Unseen Servant
  • Witch Bolt*
2nd Level
  • Aganazzar's Scorcher
  • Alter Self*
  • Arcane Lock
  • Arcane RefocusHB
  • Augury
  • Aura of ShadeHB
  • Blindness/Deafness
  • Blood RainHB
  • Blur*
  • Borrowed Knowledge*
  • Clinging ShadowsHB
  • Cloud of Daggers
  • Corrode MetalHB
  • Continual Flame
  • Corpse LanceHB
  • Crown of Madness*
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon's Breath
  • Dust Devil*
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Find Traps*
  • Flaming Sphere
  • Fortuity ConfluxHB
  • Fortune's Favor
  • Gentle Repose*
  • GeyserHB
  • Gift of Gab
  • Gust of Wind
  • Hold*
  • Hurricane SlashHB
  • Immovable Object
  • Invisibility
  • Jim's Glowing Coin
  • Kinetic Jaunt
  • Knock
  • Levitate
  • Locate Object*
  • Magic Mouth*
  • Magic Weapon*
  • Maximilian's Earthen Grasp
  • Melf's Acid Arrow
  • Mental BarrierUA
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Nathair's Mischief
  • Nystul's Magic Aura
  • Phantasmal Force*
  • Pillar of BoneHB
  • Polyphemus's MightHB
  • Pyrotechnics
  • Ray of Enfeeblement*
  • Rime's Binding Ice
  • Rope Trick
  • Scorching Ray
  • See Invisibility
  • Silvery Barbs
  • Shadow Blade
  • Shatter
  • Skywrite
  • Snilloc's Snowball Swarm
  • Spell FluxHB
  • Spider Climb
  • Suggestion
  • Tasha's Mind Whip
  • Tick of the ClockHB
  • Thought ShieldUA
  • Vortex Warp
  • Warding Wind
  • Web
  • What's Mine is YoursHB
  • Wither and Bloom*
  • Wristpocket
3rd Level
  • Aether LanceHB
  • Animate Dead
  • Ashardalon's Stride
  • Bestow Curse
  • BitterfrostHB
  • Blink
  • Blood BallHB
  • Catnap*
  • Clairvoyance
  • Clutch of NyogthaHB
  • Counterspell
  • Crypt SwarmHB
  • Curse of BladesHB
  • Detect PastHB
  • Dispel Magic
  • Enemies Abound
  • ErodeHB
  • Erupting Earth
  • Fast Friends
  • Find Greater FamiliarHB
  • Find VesselHB
  • Fear*
  • Feign Death*
  • Finnic's Ridiculous Shot
  • Fireball
  • Flame Arrows*
  • Fly
  • Funeral PyreHB
  • Gaseous Form*
  • GlitterdustHB
  • Glyph of Warding*
  • Haste
  • Hypnotic Pattern*
  • Incite Greed
  • Leomund's Tiny Hut*
  • Life Transference
  • Lightning Bolt
  • Liliander's HellspearHB
  • Mage BarrierHB
  • Magic Circle
  • Major Image
  • Melf's Minute Meteors
  • Misplace AggressionHB
  • Nondetection
  • Phantom Steed
  • Pleonexia's Panoply of PersonasHB
  • Protection from Energy*
  • Pulse Wave
  • Remove Curse
  • Rigur's Ice SkatesHB
  • Ripping BulletHB
  • Seer of the WindowHB
  • Sending
  • Sleet Storm
  • Slow*
  • Speak with Dead
  • Spirit Shroud
  • Stinking Cloud*
  • Summon Fey*
  • Summon Lesser Demons
  • Summon Shadowspawn*
  • Summon Undead*
  • Through the Fire and FlamesHB
  • Thunder PulseHB
  • Thunder Step
  • Tidal Wave
  • Tiny Servant
  • Tongues
  • Vampiric Touch*
  • Vortex BlastHB
  • Wall of Sand*
  • Wall of Water*
  • Water Breathing
4th Level
  • Abeyed DischargeHB
  • Aero BarrageHB
  • Arcane Eye
  • Ashen PackHB
  • AvalancheHB
  • Banishment
  • Blight*
  • Call SpiritHB
  • Confusion*
  • Conjure Minor Elementals
  • Control Water
  • Corrosive PoolHB
  • Deafening DarknessHB
  • Dominate*
  • Dimension Door
  • Divination
  • Echoing LanceHB
  • Elemental Bane
  • Evard's Black Tentacles*
  • Fabricate
  • Fire Shield
  • Force BladeHB
  • Galder's Speedy Courier
  • Gravity Sinkhole
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice SpikeHB
  • Ice Storm
  • Iron MaidenHB
  • Leomund's Secret Chest
  • Liquid GoldHB
  • Locate Creature
  • Matilda's Minor Gateway
  • Mordenkainen's Faithful Hound
  • Mordenkainen's Private Sanctum
  • Oceanic SlamHB
  • Otiluke's Resilient Sphere
  • Phantasmal Killer*
  • Poison PuffHB
  • Polymorph
  • Raulothim's Psychic Lance
  • Sickening Radiance
  • Spatial AnchorHB
  • SpellcrushHB
  • Stinging SwarmHB
  • Stone Shape
  • Storm Sphere
  • Summon Aberration*
  • Summon Construct*
  • Summon Elemental*
  • Summon Greater Demon
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Acid RainHB
  • Animate Objects*
  • Aspect of the PheonixHB
  • Bestow MaledictionHB
  • Bigby's Hand
  • Blink of GravityHB
  • Bloodstone PathHB
  • Cloudkill*
  • Cone of Cold
  • Conjure Elemental
  • Contact Other Plane
  • Control Winds
  • Creation*
  • Crescent BladeHB
  • Danse Macabre
  • Dawn
  • Dream*
  • Enervation
  • FissureHB
  • Geas*
  • GiantizeHB
  • Immolation
  • Infernal Calling
  • Legend Lore*
  • Matilda's Convenient Courier
  • Mislead
  • Modify Memory
  • Negative Energy Flood
  • Passwall
  • Planar Binding*
  • Rary's Telepathic Bond
  • Scrying
  • Seeming
  • Skill Empowerment
  • Smoky ShapesHB
  • Sonic ShriekHB
  • Steel Wind Strike
  • Stolen LifeHB
  • Summon Draconic Spirit
  • Synaptic Static*
  • Telekinesis
  • Teleportation Circle
  • TornadoHB
  • Transmute Rock*
  • True Absorb ElementsHB
  • True ShieldHB
  • Twist This FateHB
  • Wall of Force*
  • Wall of Light
  • Wall of Stone*
6th Level
  • Arcane Gate*
  • Bind FamiliarHB
  • Blood DollHB
  • BloodseizeHB
  • Creeping DarknessHB
  • Chain Lightning
  • Circle of Death*
  • Chant of ZakebHB
  • Contingency
  • Create Homunculus
  • Create Undead
  • Death of the AuthorHB
  • Disintegrate*
  • Drawmij's Instant Summons*
  • Eyes of SixHB
  • Eyebite
  • Fizban's Platinum ShieldHB
  • Flesh to Stone
  • ForecastHB
  • GhostwalkHB
  • Globe of Invulnerability
  • Guards and Wards
  • Icy TombHB
  • Investiture of EmptinessHB
  • Investiture of DustHB
  • Investiture of Flame*
  • Investiture of Ice*
  • Investiture of IgnitionHB
  • Investiture of MagmaHB
  • Investiture of MirageHB
  • Investiture of MistHB
  • Investiture of SteelHB
  • Investiture of Stone*
  • Investiture of TimeHB
  • Investiture of VoltageHB
  • Investiture of Wind*
  • Magic Jar*
  • Mass Suggestion
  • Mental Prison
  • Move Earth*
  • Otiluke's Freezing Sphere*
  • Otto's Irresistable Dance*
  • Polygon DustHB
  • Programmed Illusion
  • Psychic CrushUA
  • Scatter
  • Soul Cage
  • Summon Fiend*
  • Sunbeam*
  • Syletza's Angelic FormHB
  • Tasha's Otherworldly Guise
  • Temporal WitnessHB
  • Tenser's Transformation*
  • Trojan FocusHB
  • True Seeing
  • Wall of Ice*
  • Wall of FleshHB
7th Level
  • Banner of LiberationHB
  • Confluence
  • Create Magen
  • Crown of Stars
  • Delayed Blast Fireball
  • Draconic Transformation
  • Dream of the Blue Veil
  • Drifting GlaciersHB
  • Etherealness
  • Finger of Death*
  • Forcecage*
  • Mirage Arcane
  • Mob MentalityHB
  • Mordenkainen's Magnificent Mansion*
  • Mordenkainen's Sword*
  • Plane Shift
  • Power Word Pain*
  • Prismatic Spray*
  • Project Image
  • Reverse Gravity
  • Sensory DeprivationHB
  • Sequester*
  • Simulacrum*
  • Symbol*
  • Teleport
  • Whirlwind
8th Level
  • Abi-Dalzim's Horrid Wilting*
  • Antimagic Field
  • Antipathy/Sympathy
  • Aurethia's Death BlizzardHB
  • Clone
  • Control Weather*
  • Create VampireHB
  • Demiplane*
  • Discern LocationHB
  • Dominate Monster*
  • Feeblemind
  • Illusory Dragon
  • Incendiary Cloud*
  • Maddening Darkness
  • Maximize/MinimizeHB
  • Maze
  • Mighty Fortress
  • Mind Blank
  • Power Word Stun*
  • Sunburst*
  • Telepathy*
9th Level
  • All Time LowHB
  • Astral Projection
  • Aurora OccidensHB
  • Foresight
  • Gate*
  • Imprisonment*
  • Invulnerability
  • Mass Polymorph
  • Meteor Swarm
  • NovaHB
  • Power Word Kill*
  • Prismatic Wall
  • Psychic Scream
  • Shapechange
  • Spell VoidHB
  • Sphere of AnnihilationHB
  • Time Stop*
  • Transmute LavaHB
  • True Polymorph
  • Weird*
  • Wish
Art Credits

Art (Cover): Zack Stella: Teferi, Timebender - Magic: The Gathering (Link)
Art (Page 2): Victor Adame: Chulane, Teller of Tales (Link)
Art (Page 3): 88grzes: Wizard Overlord (Link)
Art (Page 4): André Carnero: Light (Link)
Art (Page 5): Magali Villeneuve: Jaya Ballard (Link)
Art (Page 6): Alex Mill: Magician (Link)
Art (Page 7): Skiorh: Old wizard (Link)
Art (Page 8): unknown artist (Link)
Art (Page 9): Lana Mondad: Lis, bladesinger (Link)
Art (Page 10): Elder Scrolls: High Rock Summoner (Link)
Art (Page 11): Krystyna Nowek: Arthur_Gnome Chronurgy Wizard (Link)
Art (Page 12): Magic the Gathering: Pradesh Gypsies (Link)
Art (Page 13): Aaron Miller: Never Happened (Link)
Art (Page 14): badillafloyd: Fireball (Link)
Art (Page 15): Hex Sharpe: Arcane Scribe (Link)
Art (Page 16): u/junowskie: Sovaros, the minotaur graviturgy wizard for Theros campaign (Link)
Art (Page 17): Tamarandom: Garrett Blood Mage (Link)
Art (Page 18): Arthur of Red Wizard Games: Illusion Wizard - Commission (Link)

Art (Page 21): unknown artist: Lore Master (Link)
Art (Page 22): Magic the Gathering: Xathrid Necromancer (Link) Art (Page 23): unknown artist: Wizard (Link)
Art (Page 24): maoxfhan: Sarah Starcrest, Definitely Human Order of Scribes Wizard (Link)
Art (Page 26): Magic the Gathering: Master Transmuter Art (Link)
Art (Page 27): sun kai: wushi-2 (Link)
Art (Page 28): Tasha's Cauldron of Everything: Wizardly boyfriends (Link)
Page Stains: /u/flamableconcrete

Changelog

Base Class Changelog

  • You can use your spellbook as a spellcasting focus for your wizard spells.
  • The Cantrip Formulas optional class feature in Tasha's Cauldron of Everything has been worked into the Cantrips section of the Spellcasting feature.
  • Signature Spells replaced with the Archmage capstone, in order to emphasize the versatility of the wizard as it's most powerful feature, as opposed to being a spell specialist, which is more the sorcerer's specialty.

Subclass Changelog

All subclasses with a Savant feature have had that feature reworked to actually incentivize taking spells of their school on level-up, and most grant spells that are essential for certain wizards' playstyles.

Abjuration

  • Abjuration Savant change.

Bladesinging

  • Song of Defense buffed to be 10 times the slot's level. 5 was just too low, especially at 10th level.

Conjuration

  • Conjuration Savant change.
  • Minor Conjuration was vague and unclear as to whether you could create useful items like diamonds that could be used as material components. It has been replaced with Improved Familiar, now working thematically with you conjuring creatures at early level, and providing nice, quality of life improvements to an already useful spell.

Divination

  • Divination Savant change.

Enchantment

  • Enchantment Savant change.

Evocation

  • Evocation Savant change.
  • Potent Cantrip: Now actually works with cantrips you're likely to cast instead of only saves. It allows you to change the damage type of your cantrips.

Graviturgy

  • Adjust Density no longer requires concentration. Concentration effects are so limiting on what the wizard can do, and an increase or decrease of 10 feet is powerful, but powerful enough of a subclass feature to require concentration and disallow your concentration spells.
  • Gravity Well: Distance moved is increased to 10 feet. 5 feet is okay, but is very conservative for being one of the main points of power for this subclass.
  • Violent Attraction: 1d10 is too low for your reaction. Both effects have been buffed in power, to 2d8 and 3d8 respectively.
  • Event Horizon: Similar to previously, the damage is buffed. Concentration means this effect deserves real power to it. In addition, the movement debuff has also been increased. Now, it's kind of like a weaker control but more damaging Transmute Rock, allowing this subclass an extra 4th-5th level spell slot worth of power, which I think is more reasonable.

Illusion

  • Illusion Savant change.

Necromancy

  • Necromancy Savant change providing animate dead.
  • Undead Thralls has the animate dead added to spellbook part removed, as that is gained through Necromancy Savant instead.

Scribes

  • Awakened Spellbook: you can use damage types for spells you have in your spellbook of any level, but the spell must explicitly deal the damage type, so a dragon's breath or absorb elements will not work for providing all of their damage types.

Transmutation

  • Transmutation Savant change.
  • Minor Alchemy: The materials you can transmute into have been expanded, allowing increased utility in instances where you would expect this feature to have utility. Transmuting a dungeon door would likely be challenging or impossible with the base feature, as many dungeon doors will be made of steel, not iron. So transforming a door from steel to glass, instead of wood, which wouldn't have necessarily been particularly easy, now allows for more utility uses and dungeoneering.
  • Shapechanger: You are now actually better with polymorph than other wizards, as you should be. Why the limitation on CR 1 or lower for the original feature is beyond me.
  • Master Transmuter: Restore Life works with the new raise dead.

War Mage

  • Power Surge: damage buffed to be equal to your wizard level. This feature was a forgettable 6th level feature, and on a subclass that got a ton of useful things at 2nd, half your wizard level feels underwhelming.
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