The Wizard Revised
The Wizard Spell Slots per Spell Level
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Arcane Rcovery | 3 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Arcane Tradition | 3 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | Cantrip Formulas | 3 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | — | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | +3 | Arcane Tradition | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | +3 | — | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | +4 | Arcane Tradition | 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 | 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 | Signature Spells | 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 Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Original Source: Player's Handbook
Class Features
- As a class_name, 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
Spellcasting
- As a student of arcane magic, you have a spellbook
- containing spells that show the first glimmerings of your
- true power.
Cantrips
- At 1st level, you know three cantrips of your choice from
- the wizard spell list. You learn additional wizard cantrips
- of your choice at higher levels, as shown in the Cantrips
- Known column of the Wizard table.
Spellbook
- At 1st level, you have a spellbook containing six 1st-level
- wizard spells of your choice. Your spellbook is the
- repository of the wizard spells you know, except your
- cantrips, which are fixed in your mind.
- The spells that you add to your spellbook as you gain
- levels reflect the arcane research you conduct on your
- own, as well as intellectual breakthroughs you have had
- about the nature of the multiverse. You might find other
- spells during your adventures. You could discover a spell
- recorded on a scroll in an evil wizard's chest, for example,
- or in a dusty tome in an ancient library.
- Copying a Spell into the Book: When you find a wizard
- spell of 1st level or higher, you can add it to your
- spellbook if it is of a spell level you can prepare and if you
- can spare the time to decipher and copy it.
- Copying a spell into your spellbook involves reproducing
- the basic form of the spell, then deciphering the unique
- system of notation used by the wizard who wrote it. You
- must practice the spell until you understand the sounds
- or gestures required, then transcribe it into your
- spellbook using your own notation.
- For each level of the spell, the process takes 2 hours and
- costs 50 gp. The cost represents material components
- you expend as you experiment with the spell to master it,
- as well as the fine inks you need to record it. Once you
- have spent this time and money, you can prepare the
- spell just like your other spells.
- Replacing the Book: You can copy a spell from your
- own spellbook into another book-for example, if you want
- to make a backup copy of your spellbook. This is just like
- copying a new spell into your spellbook, but faster and
- easier, since you understand your own notation and
- already know how to cast the spell. You need spend only
- 1 hour and 10 gp for each level of the copied spell.
- If you lose your spellbook, you can use the same
- procedure to transcribe the spells that you have prepared
- into a new spellbook. Filling out the remainder of your
- spellbook requires you to find new spells to do so, as
- normal. For this reason, many wizards keep backup
- spellbooks in a safe place.
- The Book's Appearance: Your spellbook is a unique
- compilation of spells, with its own decorative flourishes
- and margin notes. It might be a plain, functional leather
- volume that you received as a gift from your master, a
- finely bound gilt-edged tome you found in an ancient
- library or even a loose collection of notes scrounged
- together after you lost your previous spellbook in a
- mishap.
Preparing and Casting Spells
- The Wizard table shows how many spell slots you have to
- cast your wizard spells of 1st level and higher. To cast one
- of these spells, you must expend a slot of the spell's level
- or higher. You regain all expended spell slots when you
- finish a long rest.
- You prepare the list of wizard spells that are available for
- you to cast. To do so, choose a number of wizard spells
- from your spellbook equal to your Intelligence modifier +
- your wizard level (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 as a spellcasting focus for
- your wizard spells.
Learning Spells of 1st Level and Higher
- Each time you gain a wizard level, you can add two wizard
- spells of your choice to your spellbook. Each of these
- spells must be of a level for which you have spell slots, as
- shown on the Wizard table. On your adventures, you
- might find other spells that you can add to your
- spellbook.
Arcane Recovery
- 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
- When you reach 2nd level, you choose an arcane
- tradition, shaping your practice of magic through one of
- the following schools. Your choice grants you features at
- 2nd level and again at 6th, 10th, and 14th level.
Cantrip Formulas (Optional)
- At 3rd level, you have scribed a set of arcane formulas in
- your spellbook that you can use to formulate a cantrip in
- your mind. Whenever you finish a long rest and consult
- those formulas in your spellbook, you can replace one
- wizard cantrip you know with another cantrip from the
- wizard spell list.
Ability Score Improvement
- When you reach 4th level, and again at 8th, 12th, 16th,
- and 19th level, you can increase one ability score of your
- choice by 2, or you can increase two ability scores of your
- choice by 1. As normal, you can't increase an ability score
- above 20 using this feature.
Signature Spells
- At 18th level, you have achieved such mastery over
- certain spells that you can cast them at will. Choose two
- 1st-level wizard spell or two 2nd-level wizard spells or 1
- 1st-level spell and 1 2nd-level 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
- either 1st or 2nd level.
Archmage Mastery
- When you reach 20th level, you gain mastery over your
- magic in the following ways.
- You now prepare spells, regardless of level, 1 minute per spell, instead of 1 minute per spell level.
- You are no longer limited to the number of spells you can have prepared per long rest, so long as it is available to you in a spellbook, and you spend the time to prepare them.
- Spells you cast are easier for you to affect other creatures. Your wizard Spell Save DC's increase by 1, and your wizard Spell Attack bonus also increases by 1. Ability checks made for your spells also increase by 1.
- Your mastery of minor magics also improves. You no longer need to concentrate on any wizard spell you cast that is 2nd level or lower. You may only have a number of the same spell active, if it's duration normally includes concentration, equal to half your proficiency bonus (rounded up). If a spell that has a duration, that normally requires concentration, requires an action or bonus action to utilize something in the spells description, and you have more than 1 instance of the spell active, you can activate each instance with the same action or bonus action.
- Your Signature Spells have improved, and you gain greater versatility with them. You may change the castings time of an action or a bonus action into either an action or bonus action for your Signature spells. You are not limited to rules for Bonus action castings if both spells cast on your turn were Signature Spells.
Arcane Traditions
Wizard Archetypes Table
| Wizard Traditions | Original Source |
|---|---|
| School of Abjuration | Player's Handbook |
| School of Conjuration | Player's Handbook |
| School of Divination | Player's Handbook |
| School of Enchantment | Player's Handbook |
| School of Evocation | Player's Handbook |
| School of Illusions | Player's Handbook |
| School of Necromancy | Player's Handbook |
| School of Transmutation | Player's Handbook |
| War Magic | Xanathar's Guide to Everything |
| Bladesinger | Tasha's Cauldron of Everything |
| Order of Scribes | Tasha's Cauldron of Everything |
| Chronurgy Magic | Explorer's Guide to Wildemount |
| Graviturgy Magic | Explorer's Guide to Wildemount |
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. 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
- Beginning when you select this school at 2nd level, the
- gold and time you must spend to copy an abjuration spell
- into your spellbook is halved.
Arcane Ward
- Starting at 2nd level, you can weave magic around
- yourself for protection. When you cast a spell of 1st level
- or higher, you can simultaneously use a strand of the
- spell’s magic to create a magical ward on yourself that
- lasts until you finish a long rest. The ward has hit points
- equal to twice your wizard level + your Intelligence
- modifier. Whenever you take damage, the ward takes the
- damage instead. If this damage reduces the ward to 0 hit
- points, you take any remaining damage. While the ward
- has 0 hit points, it can’t absorb damage, but its magic
- remains. Whenever you cast a spell of 1st level or higher,
- the ward regains a number of hit points equal to twice the
- level of the spell. Once you create the ward, you can't
- create it again until you finish a long rest.
Projected Ward
- Starting at 6th level, when a creature that you can see
- within 60 feet of you takes damage, you can use your
- reaction to cause your Arcane Ward to absorb that
- damage. If this damage reduces the ward to 0 hit points,
- the warded creature takes any remaining damage.
Improved Abjuration
- Beginning at 10th level, when you cast an abjuration spell
- that requires you to make an ability check as a part of
- casting that spell (as in counterspell and dispel magic),
- you add your proficiency bonus to that ability check.
- Additionally, if a creature attempts to counterspell or
- dispel magic one of your spells they always have to do a
- contested ability check roll. If the spell slot they used to
- counterspell/dispel magic is less than spell slot of the
- spell being countered, their ability check is rolled at
- disadvantage. This feature cancel itself out if an abjurer
- dispel/counters another 10th level abjurer and ignore the
- “Additionally” section of this feature.
Spell Resistance
- Starting at 14th level, you have advantage on saving
- throws against spells. Additionally, you have resistance
- against the damage of spells.
- Furthermore, your ward benefits from resistances or
- immunities that you or your target may have before
- damage is determined.
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
- Beginning when you select this school at 2nd level, the
- gold and time you must spend to copy a conjuration spell
- into your spellbook is halved.
Summoning Prodigy
- Starting at 2nd level when you select this school, you can
- use your action to conjure up an inanimate object in your
- hand or on the ground in an unoccupied space that you
- can see within 10 feet of you. This object can be no larger
- than 3 feet on a side and weigh no more than 10 pounds,
- and its form must be that of a nonmagical object that you
- have seen. The object is visibly magical, radiating dim light
- out to 5 feet. The object disappears after 1 hour, when
- you use this feature again, or if it takes any damage.
- Furthermore, any summons or creations you create, add
- your proficiency bonus to all their attributes, maximum 20
- (Str, Dex, Con... Etc). If two or more creatures or summons
- are near a square that an enemy is trying to move from or
- to, that movement counts as difficult terrain costing 2 ft of
- movement for every 1ft taken. Summoned creatures are
- there to help and can take the help action as a bonus
- action. Your summons/creations act directly after you on
- your turn.
Transposition Flexibility
- Starting at 6th level, you can use your bonus action or
- 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 teleports,
- 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.
- If you attack someone with a spell attack and hit, if the hit
- exceeded the AC of the target by 5, or If you target a
- single creature and they fail their saving throw by more
- than 5, you may choose to teleport that target up to 5 ft X
- your Intelligence modifier from where they were before.
- You must be able to see this new space. You can use this
- feature a number of times equal to your intelligence
- modifier per a short rest.
- Additionally, any type of spell that says it teleports or
- moves you to a different plane of existence (targeting
- friendly or enemy) may be cast with either a Bonus action
- or an Action in addition to the type of actions it says. You
- still must follow the rule of 1 spell, 1st or above per bonus
- action spell rules (pg 184 players handbook)
Focused Conjuration
- Beginning at 10th level, while you are concentrating on a
- conjuration spell, your concentration can’t be broken as a
- result of taking damage. This effect is always active.
- Additionally, you may choose 1 conjuration spell’s casting
- to not have the concentration feature. The spell last until
- its duration ends or the Conjurer is incapacitated or killed.
- The Conjurer could then cast another spell or the same
- spell with concentration as normal. The conjurer can use
- this feature once per a long rest.
Durable Summons
- Starting at 14th level, any creature that you summon or
- create with a conjuration spell has 30 temporary hit
- points. At the start of each round that a summon/creation
- doesn’t take damage and is below 1 temporary hit point,
- they gain temporary hit points equal to the Conjurer’s Int
- modifier.
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
- Beginning when you select this school at 2nd level, the
- gold and time you must spend to copy a divination spell
- into your spellbook is halved.
Portent
- Starting at 2nd level when you choose this school,
- glimpses of the future begin to press in on your
- awareness. When you finish a long rest, roll two d20s and
- record the numbers rolled. You can replace any attack
- roll, saving throw, or ability check made by you or a
- creature that you can see with one of these foretelling
- rolls. You can replace a roll in this way only once per turn.
- Each foretelling roll can be used only once. When you
- finish a long rest, you lose any unused foretelling rolls.
Expert Divination
- Beginning at 6th level, casting divination spells comes so
- easily to you that it expends only a fraction of your
- spellcasting efforts. When you cast a divination spell of
- 2nd level or higher using a spell slot, you regain one
- expended spell slot. The slot you regain must be of a level
- lower than the spell you cast and can’t be higher than 5th
- level.
The Third Eye
- Starting at 10th level, you can use your action to increase
- your powers of perception. When you do so, choose one
- of the following benefits, which lasts until you are
- incapacitated or you take a short or long rest. You can’t
- use the feature again until you finish a short or long rest.
- Also, you do not have disadvantage on Perception and
- Investigation checks made in dim light.
- Darkvision: You gain darkvision out to a range of 90 feet, as described in chapter 8. If you have Darkvision it expands your darkvision out an additional 60 feet.
- Ethereal Sight: You can see into the Ethereal Plane within 120 feet of you.
- Greater Comprehension: You can read and speak, and understand any language.
- See Invisibility: You can see invisible creatures and objects within 30 feet of you that are within line of sight.
Greater Portent
- Starting at 14th level, the visions in your dreams intensify
- and paint a more accurate picture in your mind of what is
- to come. You roll three d20s for your Portent. You regain
- this feature on a short rest or long rest instead of a
- long rest now.
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
- Beginning when you select this school at 2nd level, the
- gold and time you must spend to copy an enchantment
- spell into your spellbook is halved.
Hypnotic Gaze
- Starting at 2nd level when you choose this school, your
- soft words and enchanting gaze can magically enthrall
- another creature. As an action, choose one creature that
- you can see within 5 feet of you. If the target can see or
- hear you, it must succeed on a Wisdom saving throw
- against your wizard spell save DC or be charmed by you
- until the end of your next turn. The charmed creature’s
- speed drops to 0, and the creature is incapacitated and
- visibly dazed.
- On subsequent turns, you can use your bonus action to
- maintain this effect, extending its duration until the end of
- your next turn. However, the effect ends if you move
- more than 5 feet away from the creature, if the creature
- can neither see nor hear you, or if the creature takes
- damage.
- Once the effect ends, or if the creature succeeds on its
- initial saving throw against this effect, you can’t use this
- feature on that creature again until you finish a long rest.
Instinctive Charm
- Beginning at 6th level, when a creature you can see within
- 30 feet of you makes an attack roll against you, you can
- use your reaction to divert the attack, provided that
- another creature is within the attack’s range. The attacker
- must make a Wisdom saving throw against your wizard
- spell save DC. On a failed save, the attacker must target
- the creature that is closest to it, not including you or itself.
- If multiple creatures are closest, the attacker chooses
- which one to target. On a successful save, you can’t use
- this feature on the attacker again until you finish a long
- rest.
- You must choose to use this feature before knowing
- whether the attack hits or misses. Creatures that can’t be
- charmed are immune to this effect.
- Additionally, your arcane cunning has leaked into other
- facets of your daily life. You may use your Intelligence
- modifier Instead of your Charisma or Wisdom modifier to
- the following skills: Deception, Intimidation, Performance,
- Persuasion, Insight, and Perception
Enchantment Prodigy
- Starting at 10th level, when you cast an enchantment spell
- of 1st level or higher that targets only one creature, you
- can have it target a second creature.
- When you are the target of a spell that causes charm or
- fear effect on a failed save, if you make your save by more
- than 5, you cause the spell to backfire. The original caster
- must make a spell save vs their own DC but at
- disadvantage. If an enchanter tried to charm or fear
- another enchanter with this feature, ignore this part of
- this feature.
- The enchanter has advantage on saving throws versus
- charm and frightened condition
Alter Memories
- At 14th level, you gain the ability to make a creature
- unaware of your magical influence on it. When you cast
- an enchantment spell to charm one or more creatures,
- you can alter the creature’s understanding so that it
- remains unaware of being charmed.
- Additionally, once before the spell expires, you can use
- your action to try to make a 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
- Beginning when you select this school at 2nd level, the
- gold and time you must spend to copy an evocation spell
- into your spellbook is halved.
Sculpt Spells
- Beginning at 2nd level, you can create pockets of relative
- safety within the effects of your evocation spells. When
- you cast an evocation spell that affects other creatures
- that you can see, you can choose a number of them equal
- to your Intelligence modifier + 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 Magic
- Starting at 6th level, your damaging cantrips affect even
- creatures that avoid the brunt of the effect. When a
- creature succeeds on a saving throw against your cantrip,
- the creature takes half the cantrip’s damage (if any) but
- suffers no additional effect from the cantrip.
- Wizard cantrips do an additional die of damage. This die is
- the same that increases with character level.
- Wizard spells that can be cast using a higher spell slot to
- do more damage or have more missiles/rays can be up
- cast by 1 for free (not requiring a spell slot 1 level higher).
- You must have access to the higher level spell slot for this
- to work however.
Empowered Evocation
- Beginning at 10th level, you can add your Intelligence
- modifier to the damage roll of any wizard evocation spell
- you cast.
- Once per a short rest, you may have a 5th level spell slot
- or lower affect 5 feet more radius, 10 feet more cubes or
- 15 feet more arc of a cone than normal. This affects
- evocation spells that have an original effect beyond self or
- only affect one 5-ft space.
- Alternatively, you can have an evocation spell of 5th level
- spell slot or lower that grants a specific number of
- projectiles or missiles to gain additional projectile or
- missiles equal to half (rounded down) your proficiency
- bonus.
- Both of these affects share the once per short rest
- to regain its use.
Overchannel
- Starting at 14th level, you can increase the power of your
- simpler spells. When you cast a wizard spell of 5th level
- spell slot or lower 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 1d12 necrotic
- damage for each level of the spell, immediately after you
- cast it. Each time you use this feature again before
- finishing a long rest, the necrotic damage per spell level
- increases by 1d12. This damage ignores resistance and
- immunity.
School of Illusion
- You focus your studies on magic that dazzles the senses,
- befuddles the mind, and tricks even the wisest folk. Your
- magic is subtle, but the illusions crafted by your keen
- mind make the impossible seem real. Some illusionists—
- 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
- Beginning when you select this school at 2nd level, the
- gold and time you must spend to copy an illusion spell
- into your spellbook is halved.
Improved Minor Illusion
- When you choose this school at 2nd level, you learn the
- minor illusion cantrip. If you already know this cantrip,
- you learn a different wizard cantrip of your choice. The
- cantrip doesn’t count against your number of cantrips
- known. When you cast minor illusion, you can create both
- a sound and an image with a single casting of the spell.
Malleable Illusions
- Starting at 6th level, when you cast an illusion spell that
- has a duration of 1 minute or longer, you can use your
- Bonus action to change the nature of that illusion (using
- the spell’s normal parameters for the illusion), provided
- that you can see the illusion.
- Furthermore, you get advantage to saving throw and
- ability check versus illusion spells. You don’t need to
- interact with them, simply being within 60 feet of them
- provides you with a saving throw or ability check. Enemies
- that are normally immune to illusions are not immune to
- your illusions.
Illusory Self
- Beginning at 10th level, you can create an illusory
- duplicate of yourself as an instant, almost instinctual
- reaction to danger. When a creature makes an attack roll
- against you, you can use your reaction to interpose the
- illusory duplicate between the attacker and yourself. The
- attack automatically misses you, then the illusion vanishes
- Once you use this feature, you can’t use it again until you
- finish a short or long rest, or you cast an illusion spell slot
- 3rd level or higher.
Illusory Reality
- By 14th level, you have learned the secret of weaving
- shadow magic into your illusions to give them a semi
- reality. When you cast an illusion spell of 1st level or
- higher, you can choose one inanimate, nonmagical object
- that is part of the illusion and make that object real. You
- can do this on your turn as a bonus action while the spell
- is ongoing. The object remains real for 1 minute. For
- example, you can create an illusion of a bridge over a
- chasm and then make it real long enough for your allies
- to cross. The object can’t deal damage or otherwise
- directly harm anyone.
- You can use your Malleable Illusion feature with this.
- Someone who has saved against your illusion and you
- have changed it since their save gets disadvantage on
- their saving throws versus this illusion as they believe it to
- not be true, where some parts of it are indeed real.
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:
- Beginning when you select this school at 2nd level, the
- gold and time you must spend to copy a necromancy spell
- into your spellbook is halved.
Grim Harvest
- At 2nd level, you gain the ability to reap life energy from
- creatures you kill with your spells.
- Once per a round when a creature dies within 10 ft times
- your Necromancy level, as a reaction and sacrificing 1 Hit
- Die (if you have no Hit dice to sacrifice, roll the largest hit
- dice you have access to and subtract that number from
- your actual hit points) the Necromancer choose the
- creature to rise the same round as a Zombie of its formal
- self. It has the Zombie’s Undead Fortitude feature. It has
- hit points equal to your necromancy level + your
- Intelligence modifier. These zombies do not count
- towards your total of undead you can create. You can
- have up to your intelligence modifier+ ½ your wizard
- level of zombies from this feature at one time, they last a
- number of minutes equal to your necromancy level. If
- multiple Necromancer are present with this ability, they
- make Contested Intelligence Arcana checks to exert
- control over a specific creature. Of course, if more than 1
- thing dies within everyone’s range, they could just not
- contest each other and each get a creature. If you want
- the creature to use something it had available in life the
- necromancer must spend its bonus action and an
- Intelligence (Arcana) check to successfully have the
- creature do the task. The DC for this is 10 + the level the
- feature is first available if it has character classes, or 10 +
- CR if it’s a monster. Otherwise the actions you can have it
- do are limited to what is available to a zombie. These
- zombies’ take their turn/actions any time on your turn.
- Undead Fortitude If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
- In addition, when an undead creature you control and is
- within your Grim Harvest range is destroyed or expires,
- you heal 1d4+CR/Class of creatures hit points. If healing
- you would take you beyond your full hit points, you gain
- an amount of temporary hit points equal to the number
- of hit points exceeding your maximum.
Undead Thralls
- At 6th level, you add the animate dead spell to your spell
- book if it is not there already, if it is, choose another spell
- instead. When you cast animate dead, or later Create
- Undead, you can target two 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 gains temporary hit point equal to ½ Necromancy level rounded down + your Intelligence Modifier
- The creature adds your proficiency bonus to its weapon damage rolls
- The creature has resistance to bludgeoning, piercing, slashing, necrotic damage
- In addition, when you cast a spell, you may have the spell come from one of your controlled undead as the source, so long as they are still within your grim harvest feature’s range. They can complete ranged and melee touch attacks for you, using your spell attack roll instead of their own. Utilizing this feature takes the Necromancer’s reaction to do so and the skeleton uses its own action to perform this task.
- If for any reason you lose control of any undead or
- someone takes control of it, they lose your benefits from
- undead thralls and Grim harvest.
Inured to Undeath
- Beginning at 10th level, you have resistance to necrotic
- damage, and your hit point maximum can't be reduced.
- You cannot die from damage exceeding your max hit
- points. 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 gain the
- Undying Fortitude State feature.
- Undying Fortitude State. When reduced to 0 hit points, your body disappears and you become a shadow of your formal self. You can still act normally. You ignore damage taken while in this state. You continue to make death saving throws as normal. When you take more than a move action while still at 0 hit points, gain a level of exhaustion, this exhaustion cannot be removed while you are currently in this state. You are not affected by exhaustions effects while in this state, but you will have them even if your healed. Being healed or making 3 death saving throws removes you from this state, where your body reappears as its normal self at the point. Failing 3 death saving throws does not remove you from this state, but reaching 6 levels of exhaustion while having 3 failed death saving throws in this state instantly kills you, your body and the shadow are nowhere to be seen. Healing a necromancer who has failed 3 death saving throws returns their body to the material planes where their shadow once was, but they are still dead. Healing an enemy Necromancer removes them from this state prematurely, they get a saving throw vs your spell DC to resist if they so choose. You can only use Undying Fortitude state once per 1d4 days.
Command Undead
- Starting at 14th level, you can use magic to bring undead
- under your control, even those created by other wizards.
- As an action, you can choose one undead that you can
- see within 60 feet of you. That creature must make a
- Charisma saving throw against your wizard spell save DC.
- If it succeeds, you can’t use this feature on it again. If it
- fails, it becomes friendly to you and obeys your
- commands until you use this feature again.
- Intelligent undead are harder to control in this way. If the
- target has an Intelligence of 8 or higher, it has advantage
- on the saving throw. If it fails the saving throw and has an
- Intelligence of 12 or higher, it can repeat the saving throw
- at the end of every 4 hours until it succeeds and breaks
- free.
- Undead you gain control using this feature gain the same
- benefits as those created by your Undead Thrall feature,
- as you infuse its corpse with more of your power.
- Intelligent undead may choose to fail if they see this
- new arrangement as an advantage for them.
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 off
- the gods to make and destroy worlds.
Transmutation Savant
- Beginning when you select this school at 2nd level, the
- gold and time you must spend to copy a transmutation
- spell into your spellbook is halved.
Minor Alchemy
- Starting at 2nd level when you select this school, you can
- temporarily alter the physical properties of one
- nonmagical object, changing it from one substance into
- another. You perform a special alchemical procedure on
- one object composed entirely of wood, stone (but not a
- gemstone), iron, copper, or silver, transforming it into a
- different one of those materials. For each 10 minutes you
- spend performing the procedure, you can transform up to
- 1 cubic foot of material. After 1 hour, or until you lose
- your concentration (as if you were concentrating on a
- spell), the material reverts to its original substance.
Transmuter’s Stone
- Starting at 6th level, you can spend 8 hours creating a
- transmuter’s stone that stores transmutation magic. You
- can benefit from the stone yourself or give it to another
- creature. A creature gains a benefit of your choice as long
- as the stone is in the creature’s possession. When you
- create the stone, choose the benefit from the following
- options:
- Darkvision out to a range of 90 feet, if the creature already has darkvision, this improves it by 60 feet.
- An increase to speed of 10 feet while the creature is unencumbered
- Proficiency in Constitution saving throws
- Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
- Each time you cast a transmutation spell of 1st level or
- higher, you can change the effect of your stone if the
- stone is on your person. If you create a new
- transmuter’s stone, the previous one ceases to function.
Shapechanger
- At 10th level, you add the polymorph spell to your
- spellbook, if it is not there already. If it is, choose another
- spell. You can cast polymorph without expending a spell
- slot. When you do so, you can target only yourself and
- transform into a beast whose challenge rating is 5 or
- lower. You may give targets of polymorph you cast
- temporary hit points equal to your Transmuter’s level +
- intelligence bonus. Once you cast polymorph in this way,
- you can’t do so again until you finish a short or long rest,
- or unless you cast a transmutation spell of 5th level or
- higher; though you can still cast it normally using an
- available spell slot.
- Additionally, taking damage while you are
- polymorphed/altered self in some way does not break
- your concentration. Furthermore, you are immune to
- being polymorphed by other people unless you choose
- to be affected.
Master Transmuter
- Starting at 14th level, you can use your action to consume
- the reserve of transmutation magic stored within your
- transmuter’s stone in a single burst. When you do so,
- choose one of the following effects. Your transmuter’s
- stone is destroyed and can’t be remade until you finish a
- long rest.
- Major Transformation: You can transmute one nonmagical object—no larger than a 10-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
- Panacea: You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.
- Restore Life: You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.
- Restore Youth: You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.
- Furthermore you can choose to have your Minor alchemy
- feature made permanent if you continuously
- concentrate for 1 hour.
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:
- At 2nd level, you have learned to weave your magic to
- fortify yourself against harm. When you are hit by an
- attack or you fail a saving throw, you can use your
- reaction to gain a +3 bonus to your AC against that attack
- or a +4 bonus to that saving throw.
- When you use this feature, you can’t cast spells other than
- cantrips until the end of your next turn.
Tactical Wit
- Starting at 2nd level, your keen ability to assess tactical
- situations allows you to act quickly in battle. You can give
- yourself a bonus to your initiative rolls equal to your
- Intelligence modifier.
Power Surge:
- Starting at 6th level, you can store magical energy within
- yourself to later empower your damaging spells.
- You can store a maximum number of power surges equal
- to your Intelligence modifier (minimum of one). Whenever
- you finish a long rest, your number of power surges
- resets to one. Whenever you successfully end a spell with
- Dispel Magic or Counterspell, you gain one power surge,
- as you steal magic from the spell you foiled. If you end a
- short rest with no power surges, you gain one power
- surge. If you successfully save against a spell, you can use
- your reaction to absorb the spell as a power surge.
- Once per turn when you deal damage to a creature or
- object with a wizard spell, you can spend one power surge
- to deal extra force damage to that target. The extra
- damage equals half your wizard level.
Durable Magic:
- Beginning at 10th level, the magic you channel helps ward
- off harm. While you maintain concentration on a spell,
- you have a +2 bonus to AC and all saving throws.
- In addition, your Arcane Deflection no longer limits your
- ability to cast spells on your next turn.
Deflecting Shroud:
- At 14th level, your Arcane Deflection becomes infused
- with deadly magic. When you successfully avoid an attack
- or avoid the full effect of a spell by using your Arcane
- Deflection feature, you can cause magical energy to arc
- from you. Up to three creatures your Intelligence modifier
- of creatures of your choice within 60 feet of you each take
- force damage equal to half your wizard level.
- In addition, your Tactical Wit ability, when rolling Initiative,
- if your initiative result is less than 10, it becomes 10
- instead.
Bladesinger
- Bladesingers master a tradition of wizardry that
- incorporates swordplay and dance. Originally created by
- elves, this tradition has been adopted by non-elf
- practitioners, who honor and expand on the elven ways.
- In combat, a bladesinger uses a series of intricate, elegant
- maneuvers that fend off harm and allow the bladesinger
- to channel magic into devastating attacks and a cunning
- defense. Many who have observed a bladesinger at work
- remember the display as one of the more beautiful
- experiences in their life, a glorious dance accompanied by
- a singing blade.
- Original Sources: Tasha's Cauldron of Everything
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
- Starting at 2nd level, 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 and a spell slot 1st level or
- higher to start the Bladesong, which lasts for 1 minute
- times the level spell slot used. 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 the level of the spell slot used to activate Bladesong. As a reaction to being hit with an attack while Bladesong is active, you may gain a bonus to AC equal to your Intelligence modifier against that attacker until the start of your next turn.
- You may use your Intelligence modifier instead of your Strength or Dexterity Modifier for melee weapon attacks and damage rolls with one handed melee weapons you have proficiency with.
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks. You may add to Dexterity (Acrobatic) checks a bonus equal to the level of the spell slot used to activate Bladesong.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals the level of the spell slot used to activate Bladesong.
- You can distract creatures by the beauty of your finesse in combat. With a bonus action while Bladesong is active, make a Performance check opposed to 1 enemy you can see, that can see you, within 30 feet of you that you choose. That creature must meet or exceed this Performance check result with an Insight check, otherwise it makes attacks against you at disadvantage until you do damage to it or target it with a spell, or your Bladesong ends. The enemy creature has advantage on this Insight check if you have targeted it with a spell or have attacked it in combat. You may only have 1 creature affected by this surreal distraction at a given time, and attempting to distract another creature snaps the previous creature out of their stupor towards you. On subsequent turns, an enemy creature affected may use it's action to make a Wisdom Saving throw to shake off this effect. The DC is equal to your Wizard Spell Save DC. An enemy creature immune to the Charm condition and creatures with Fey Ancestry have advantage on the Insight Check as well as the Wisdom Saving throws versus this feature.
- 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
- Starting at 6th level, you can attack twice, instead of once,
- whenever you take the Attack action on your turn.
- Moreover, you can cast one of your cantrips in place of
- one of those attacks.
Song of Defense
- Beginning at 10th level, you can direct your magic to
- absorb damage while your Bladesong is active. When you
- take damage, you can to expend one spell slot and reduce
- that damage to you by an amount equal to five times
- the spell slot's level. You can only expend 1 spell slot per
- instance of damage per turn.
Song of Victory
- Starting at 14th level, your Bladesong feature improves in
- the following ways:
- You now add the Spell slot expended to the damage of Melee weapon attacks and spells you cast while Bladesong is active.
- If you hit a hostile creature with either a melee weapon attack or deal damage to it with a cantrip, you may give a creature within 10 feet of you that you can see Temporary hit points equal twice the level of the spell slot expended to activate Bladesong.
- You may maintain your Bladesong for up to 10 minutes times the level of the spell slot used instead of 1 minute times the level of the spell slot used.
- Once per long rest, when you roll Initiative and don't have any uses of Bladesong, you may activate it without using a spell slot. Treat the level of the spell slot used for Bladesong's effects to be half your proficiency bonus (rounded down)
Chronoturgy Magic
- Focusing on the manipulation of time, those who follow
- the Chronurgy tradition learn to alter the pace of reality to
- their liking. Using the ramping of anticipatory dunamis
- energy, these mages can bend the flow of time as adroitly
- as a skilled musician plays an instrument, lending
- themselves and their allies an advantage in the blink of an
- eye.
- Original Sources: Explorer's Guide to Wildemount
Chronal Shift
- At 2nd level, you can magically exert limited control over
- the flow of time around a creature. As a reaction, after
- you or a creature you can see within 30 feet of you makes
- an attack roll, an ability check, or a saving throw, you can
- force the creature to reroll. You make this decision after
- you see whether the roll succeeds or fails. The target
- must use the result of the second roll.
- You can use this ability a number of times equal to
- proficiency bonus. and you regain any expended uses
- when you finish a long rest.
Temporal Awareness
- Starting at 2nd level, you can add your Intelligence
- modifiers to your initiative rolls.
- Additionally, you may sacrifice this bonus to initiative to
- alter the initiative of 1 ally or 1 enemy of your choice at
- the beginning of combat. You must be able to see the ally
- or enemy, and must choose before you roll for initiative
- roll. An ally gains a bonus to their initiative equal to your
- Intelligence modifier, while an enemy gain a penalty to
- their initiative equal to your intelligence modifier. Once
- you use this feature on an ally or an enemy, you can't do
- so again until you complete a long rest.
Momentary Stasis
- When you reach 6th level, as an action, you can magically
- force a 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 time crystal until the
- end of your next turn and is immune to all damage and
- conditions. While encased in this way, the creature cannot
- take any actions, bonus action or reactions and their
- speed becomes 0, and they can't be moved unless a
- Greater Restoration or Wish spell is cast on them, ending
- the effect early, until the end of your next turn. The
- creature is not aware of it's surrounding while encased in
- this way, and to them, no additional time has passed.
- You can use this feature a number of times equal to your
- proficiency bonus. You regain all expended uses when
- you finish a long rest.
Arcane Abeyance
- At 10th level, when you cast a spell using a spell slot of 4th
- level or lower, you can condense the spell's magic into a
- mote. The spell is frozen in time at the moment of casting
- and held within a gray bead for 1 hour. This bead is a Tiny
- object with AC 15 and 1 hit point, and it is immune to
- poison and psychic damage. When the duration ends, or if
- the bead is destroyed, it vanishes in a flash of light, and
- the spell is lost.
- A creature holding the bead can use its action to release
- the spell within, whereupon the bead disappears. The
- spell uses your spell attack bonus and save DC, and the
- spell treats the creature who released it as the caster for
- all other purposes.
- Once you create a bead with this feature, you can't do so
- again until you finish a short or long rest.
Convergent Future
- Starting at 14th level, you can peer through possible
- futures and magically pull one of them into events
- around you, increasing the chance a particular outcome
- happens. Your Chronal Shirt feature improves in the
- following way:
- The range of this feature increases to 120 feet.
- This feature now regains expended uses when you finish a short or long rest.
- When using this feature, the creature chosen to reroll, you can either have them gain a bonus equal to your Intelligence modifier, or gain a penalty equal to your Intelligence modifier to the reroll.
- Additionally, your Temporal Awareness feature improves
- in the following way.
- You can target an ally or enemy, without sacrificing your own bonus to Initiative equal to your Intelligence modifier.
- You may target 1 ally AND 1 enemy when you use this "Additional" portion of Temporal Awareness.
- You can use this feature more often, Temporal Awareness can be used once you complete a short or long rest.
Graviturgy Magic
- Understanding and mastering the forces that draw bodies
- of matter together or drive them apart, the students of
- the Graviturgy arcane tradition learn to further bend and
- manipulate the violent energy of gravity to their benefit,
- and the terrible detriment of their enemies.
- Original Sources: Explorer's Guide to Wildemount
Adjust Density
- At 2nd level, as an action, you can magically alter the
- weight of one object or creature you can see within 30
- feet of you. The object or creature must be Medium or
- smaller. The target's weight is halved or doubled for up to
- 1 minute.
- 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, and has advantage on
- Dexterity checks and Dexterity 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, and has disadvantage on Dexterity checks and
- Dexterity saving throws.
- Upon reaching 6th level in this class, you can target an
- object or creature that is Large or smaller. At 10th level in
- this class, you can target an object or a creature that is
- Huge or smaller. At 14th level, you can target an object or
- a creature that is Gargantuan or smaller.
- Once you use this feature, you can't use it again until you
- complete a short or long rest.
Gravity Well
- At 3rd level, whenever you cast a spell on a creature, you
- can move the target 5 feet to an unoccupied space of your
- choice if the target is willing to move, the spell hits it with
- an attack, or it fails a saving throw against the spell.
Space Manipulation
- At 6th level, whenever you cast a spell that either pulls or
- pushes a hostile creature, you may have them pushed or
- pulled an additional 5 ft.
- In addition, when you move a creature with Gravity Well
- feature, you 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 again
- the spell, instead of 5 feet under the same conditions.
Violent Attraction
- At 10th level, when a creature that you can see
- within 60 feet of you hits with a weapon attack or an
- attack that does force or bludgeoning damage, you can
- use your reaction to increase the attack's velocity, causing
- the attack's target to takes a number of d10's in damage
- of the weapon's type equal to your Intelligence modifier.
- Alternatively, if a creature within 60 feet of you takes
- damage from a fall, or collides with another creature, or
- collides with a solid object, you can use your reaction to
- increase the fall's damage by a number of d10's equal to
- twice your Intelligence modifier.
- You can use either of the above features a number of
- times equal to proficiency bonus. You regain all expended
- uses when you finish a long rest.
Event Horizon
- Starting at 14th level, as an action, you can magically emit
- a powerful field of gravitational energy that tugs at other
- creatures for up to 1 minute or until your concentration
- ends (as if you were concentrating on a spell). For the
- duration, whenever a creature hostile to you starts its
- turn within 30 feet of you, it must make a Strength saving
- throw against your spell save DC. On a failed save, it takes
- 2d10 + your Intelligence modifier in force damage, and its
- speed is reduced to 0 until the start of its next turn. On a
- successful save, it takes half as much damage, and every
- foot it moves this turn costs 2 extra feet of movement.
- Each consecutive turns a hostile creature start its turn in
- the area of effect, when they take damage from this
- feature, increase that damage by 1d10, up to a total
- number of additional d10's equal to your half your
- proficiency bonus, rounded up. A Creature starting its
- turn outside the area of effect resets it back to the base
- damage of 2d10 + intelligence modifier For example a
- 17th level Graviturgist uses Event Horizon and a creature
- has been in the area of effect for 3 turns, when that
- creature makes a save at the start of their turn, they take
- 5d10 + Intelligence modifier in damage or half on a
- success.
- Once you use this feature, you can't do so again until you
- finish a long rest or until you expend a spell slot of 3rd
- level or higher on it.
- In addition, you now can activate your Adjust Density
- feature with a bonus action or an action, your choice.
- Your Adjust Density feature now either increases
- movement by 15 feet instead of 10 feet if their weight is
- halved, or reduce movement by 15 feet instead of 10 feet
- if their weight is doubled. Adjust Density now last up to 10
- minutes instead of 1 minute.
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!
- Original Sources: Tasha's Cauldron of Everything
Wizardly Quill
- At 2nd level, as a bonus action, you can magically create a
- Tiny quill in your free hand. The magic quill has the
- following properties:
- The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
- The time you must spend to copy a spell into your 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
- Using specially prepared inks and ancient incantations
- passed down by your wizardly order, you have awakened
- an arcane sentience within your spellbook.
- At 2nd level, while you are holding the book, it grants you
- the following benefits:
- You can use the book as a spellcasting focus for your wizard spells.
- When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
- When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.
- If necessary, you can replace the book over the course of
- a short rest by using your Wizardly Quill to write arcane
- sigils in a blank book or a magic spellbook to which you're
- attuned. At the end of the rest, your spellbook's
- consciousness is summoned into the new book, which the
- consciousness transforms into your spellbook, along with
- all its spells. If the previous book still existed somewhere,
- all the spells vanish from its pages.
Spectral Mind
- At 6th level, you can conjure forth the mind of your
- Awakened Spellbook. As a bonus action while the book is
- on your person, you can cause the mind to manifest as a
- Tiny spectral object, hovering in an unoccupied space of
- your choice within 60 feet of you. The spectral mind is
- intangible and doesn't occupy its space, and it sheds dim
- light in a 10-foot radius. It looks like a ghostly tome, a
- cascade of text, or a scholar from the past (your choice).
- While manifested, the spectral mind can hear and see,
- and it has darkvision with a range of 60 feet. The mind
- can telepathically share with you what it sees and hears
- (no action required).
- Whenever you cast a wizard spell on your turn, you can
- cast it as if you were in the spectral mind's space,
- instead of your own, using its senses. You can do so a
- number of times per day equal to your proficiency bonus,
- and you regain all expended uses when you finish a long
- rest.
- As a bonus action, you can cause the spectral mind to
- hover up to 30 feet to an unoccupied space that you or it
- can see. It can pass through creatures but not objects.
- The spectral mind stops manifesting if it is ever more than
- 300 feet away from you, if someone casts Dispel Magic on
- it, if the Awakened Spellbook is destroyed, if you die, or
- if you dismiss the spectral mind as a bonus action.
- Once you conjure the mind, you can't do so again until
- you finish a long rest, unless you expend a spell slot of
- any level to conjure it again.
Master Scriviner
- At 10th level, whenever you finish a long rest, you can
- create two magic scrolls by touching your Wizardly Quill to
- two blank pieces of paper or parchment and causing two
- spells from your Awakened Spellbook to be copied onto
- the each scroll. The spellbook must be within 5 feet of you
- when you make the scrolls.
- The chosen spells must be of 1st and 2nd level and must
- have a casting time of 1 action. Once in the scroll, the
- spells' power is enhanced, counting as one level higher
- than normal. You can cast the spells from the scroll by
- reading it as an action. The scroll is unintelligible to
- anyone else, and the spell vanishes from the scrolls when
- you cast it or when you finish your next long rest.
- You are also adept at crafting spell scrolls, which are
- described in the treasure chapter of the Dungeon
- Master's Guide. The gold and time you must spend to
- make such a scroll are halved if you use your Wizardly
- Quill.
One with the Word
- At 14th level, your connection to your Awakened
- Spellbook has become so profound that your soul has
- become entwined with it. While the book is on your
- person, you have advantage on all Intelligence (Arcana)
- checks, as the spellbook helps you remember magical
- lore.
- Moreover, if you take damage while your spellbook's
- spectral mind is manifested, you can prevent all of that
- damage to you by dismissing the spectral mind (no action
- required), 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 prevent damage in this way, you can't do so
- again until you finish a long rest