Dragoncrown 5e Wizard (WiP)
Wizards are supreme magic-users, defined by their careful and exhaustive study of magic’s inner workings. Drawing on the subtle weave of magic that permeates the cosmos, Wizards cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. 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. Beyond the sheer power of the spells they cast, though, Wizards share an approach to magic that is scholarly and exacting. Wizards understand magic at a fundamental level, giving them a precise mastery of their spells. They examine the theoretical underpinnings of magic, particularly the categorization of spells into schools of magic, and use those foundations to alter their spells and even craft entirely new spells. Renowned Wizards such as Bigby, Tasha, Mordenkainen, Tenser, and many more invented iconic spells now used across the multiverse.
Wizards’ lives are seldom mundane. The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other Wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.
But the lure of knowledge and power calls even the most unadventurous Wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.
Creating a Wizard
Class Group: Mage
Primary Ability: Intelligence
To create a Wizard, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Wizard” sidebar.
Then look at the Wizard table to see the class features you get at each level in this class. The descriptions of those features appear in the “Wizard Class Features” section.
Hit Points
Hit Dice: 1d6 per Wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points per Level after 1st: 1d6 (or 4) + your Constitution modifier
Proficiencies
Saving Throws: Intelligence, Wisdom
Skills (Choose 2): Arcana, History, Insight, Investigation, Medicine, Religion
Weapons: Simple Weapons
Tools: Calligrapher’s Supplies
Armor Training
None
Starting Equipment
You start with the following equipment at 1st level, plus anything provided by your background.
- A quarterstaff or a dagger
- A component pouch or an arcane focus
- A scholar's pack or an explorer's pack
- A spellbook
Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

Wizard
| Level | Proficiency Bonus |
Features | Prepared Cantrips |
Prepared Spells |
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Arcane Recovery, Ritual Caster, Spellcasting, Wizard Archetype | 3 | 4 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Analyze Spell, Scholar | 3 | 5 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Archetype Feature | 3 | 6 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Character Improvement | 4 | 7 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Counterspell | 4 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Archetype Feature | 4 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | Fluid Memorization | 4 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Character Improvement | 4 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | Arcanist, Scholar | 4 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Archetype Feature | 4 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | Cantrip Mastery | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Character Improvement | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | Spellcraft Adept | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Archetype Feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | Spell Mastery | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Character Improvement | 4 | 21 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | Focused Concentration | 4 | 22 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Signature Spells | 4 | 23 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Character Improvement | 4 | 24 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Archmage | 4 | 25 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Multiclassing and the Wizard
If your group uses the multiclassing rules in the Player’s Handbook, here’s what you need to know if you choose Wizard as one of your classes.
Ability Score Minimum. As a multiclass character, you must have a score of at least 13 in the Wizard’s primary ability, Intelligence, 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 Wizard levels to the appropriate levels from other classes to determine your available Spell Slots for casting spells, as detailed in the multiclassing rules. You prepare spells for each of your classes individually, referring to the Spell Slots of an individual class to determine the number and levels of the spells you prepare for it.

Wizard Class Features
As a Wizard, you gain the following class features when you reach the specified levels in this class. These features are listed on the Wizard table.
1st Level: Arcane Recovery
As your understanding of magic grows, it becomes easier for you to tap into the weave and replenish your magic. 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 (round up), but none of them 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, which can be either a 2nd-level Spell Slot or two 1st-level Spell Slots.
Once you use this feature, you can’t do so again until you finish a Long Rest.
1st Level: Ritual Caster
You can cast a spell as a ritual if that spell has the Ritual tag. You don’t need to have the spell prepared or expend a spell slot to cast it in this way, but its casting time increases by 10 minutes and you must read it from your spellbook while maintaining Concentration throughout the casting.
1st Level: Spellcasting
You have learned to cast spells through a careful and methodical study of arcane processes. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Wizard.
Spellbook. You have a spellbook containing all the spells you know. It starts with four cantrips and six 1st-level spells of your choice from the Wizard spell list. On your adventures, you might find other Wizard spells that you can copy into your spellbook (see “Spellbooks”).
Instead of choosing, you can have your book start with the following spells:
- Cantrip. Light, Prestidigitation, Mage Hand, and Ray of Frost.
- 1st Level. Burning Hands, Detect Magic, Feather Fall, Identify, Mage Armor, and Magic Missile.
Prepared Cantrips. You choose 3 cantrips from your spellbook, making them available for you to cast. You can prepare additional cantrips when you reach higher levels in this class as shown on the Prepared Cantrips column of the Wizard table.
Spell Slots. The Wizard table shows how many Spell Slots you have to cast your 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.
Prepared Spells of 1st+ Level. You prepare a list of spells of 1st level and higher that are available for you to cast with this feature. To do so, you choose a number of Wizard spells from your spellbook as shown in the Prepared Spells column of the Wizard table. Whenever this number increases, choose more Wizard spells from your spellbook until the number of spells on your list matches the number on the table.
The chosen spells must be of a level for which you have spell slots. For example, if you are a 5th-level Wizard, your list of prepared spells can include nine spells from your spellbook of 1st, 2nd, or 3rd level, in any combination.
Always Prepared Spells. If another Wizard feature grants spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, and they don’t have to be in your spellbook.
Changing Your Prepared Spells. You can change your list of prepared spells whenever you finish a Long Rest, replacing one or more of those spells for another one in your spellbook that you don’t have prepared. Preparing a new list requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast a spell: at least 1 minute per spell level for each spell you add to the list. Cantrips take 1 minute to prepare.
Spellcasting Ability. Intelligence is your Spellcasting Ability for your Wizard spells. 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 as shown below:
Spell Save DC
Spell attack modifier
Spellcasting Focus. You can use your spellbook or an Arcane Focus as a Spellcasting Focus for the spells you cast with your Wizard features.
Learning Spells. Whenever you gain a new level in this class, you learn two Wizard spells of a level that you can prepare and copy them into your spellbook.
When you find a source to learn a new Druid spell from, such as a spell scroll, a spellbook, or a fellow spellcaster, you can make an Arcana (Intelligence) check to learn the new spell if it is of a level you can prepare. The DC for this check is 10 plus the level of the spell you want to learn. On a success, you can copy that spell into your spellbook. On a failure, you don’t learn the spell and must continue to study it at the end of 5 cumulative long rests before you can try again.
If the source of that spell is a spell scroll, it is consumed by the learning attempt, whether you succeeded or not.
Delaying Your Archetype Choice
Player Characters in Dragoncrown 5E gain their class Archetype (subclass) at 1st level.
If you are not sure which Archetype to choose when you create your character, or if the GM wants the party to start without them at 1st level for any reason, you can gain your Wizard Archetype at 2nd or 3rd level instead.
Archetypes and Multiclassing. If you multiclass, you do not gain your Archetype features for a class beyond your first until you reach 2nd level in that additional class.
Spellbooks
Characters with the Spellcasting feature must have a spellbook: a repository of their magic knowledge. While they vary based on their type, they all follow the same game mechanics and are collectively referred to as Spellbooks for rules purposes.
Spellbooks. The traditional arcane spellcaster’s spellbook contains the formulas, incantations, diagrams, and thaumaturgical notations needed for their spells. It holds their arcane research and insights into the fabric of the multiverse.
Liturgies. A divine spellcaster’s liturgies contain the prayers, rites, blessings, and sacred words needed for them to cast spells. It also serves as a religious text, holding the teachings, lore, ceremonies, and covenants of their faith.
Enchiridions. A primal spellcaster’s enchiridion contains the rituals, chants, and mystic symbols needed for their spells. These read as almanacs full of lore on nature, astrology, herbalism, and the creatures who inhabit the wild.
Grimoires. An eldritch spellcaster’s grimoire contains not only spells, but hexes, alchemical formulas, invocations, and secret rituals used in occult magic, as well as the contracts needed to bargain with one or more powerful entities.
Exotic Spellbooks. Some spellcasters break with tradition in favor of something more fitting to their fancy. For instance, a Bard might hold their spells in lyricals where formulas are combined with complex musical notation, a Paladin might forgo paper and carry engraved rings or prayer wheels, or a Warlock may hide their knowledge behind ideograms in an illustrated codex.
Copying a Spell into the Book. For each level of the spell, the transcription takes 2 hours and costs 50 gp, or half as much for a cantrip. The spell occupies 1 page per spell level (minimum 1).
Replacing the Book. You can copy a spell from your own spellbook into another to make a backup of your spellbook. Since you understand your own notation and already know how to cast the spell, you only need to spend 1 hour and 10 gp per level of the copied spell, or half as much for a cantrip.
If you lose your spellbook, you can transcribe only the spells that you have prepared into a new spellbook. To regain your other spells, you must find a new source to copy them from.
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, a loose collection of notes scrounged together after you lost your previous spellbook in a mishap, or even an exotic spellbook unique to your character.
Spellcasting Foci
A spellcasting focus is an item that a spellcaster can use to channel, control, and shape magical energies. When you cast a spell, you can use your spellcasting focus in place of any material components specified for that spell.
If a cost is indicated for a component, or the component is consumed by the spell, it can't be substituted by your spellcasting focus and you must have that specific component before you can cast the spell.
Proficiency, Expertise, and Mastery
Dragoncrown 5E uses a custom proficiency system featuring three tiers of competency for both skills and weapons. Each tier's benefits are summarized below.
Skill and Tool Proficiency Tiers
Tier Benefit Proficiency You can add your Proficiency Bonus to checks involving that skill or tool. Expertise Your Proficiency Bonus increases by 2 on d20 Tests with skills or tools you have Expertise with. Mastery Your Proficiency Bonus increases by 3 on d20 Tests with skills or tools you have Mastery with. If you fail that d20 Test, you can reroll the d20. You must use the new roll.
1st Level: Wizard Archetype
You gain a Wizard archetype of your choice—a specialization that grants you special abilities at certain Wizard levels. For the rest of your career, you gain each of your archetype’s features that are of your Wizard level and lower.
If you are unsure which one to pick, consider selecting the Warmage archetype.
At Higher Levels. You gain additional features for your Wizard archetype at 3rd, 6th, 10th, and 14th level, as shown on the Wizard table.
2nd Level: Analyze Spell
Through your familiarity with magic, you can recognize magical energies as they are weaved. When a creature within 60 feet of you casts a spell, you can take your Reaction to identify that spell's school of magic and the level of the spell slot used to cast it.
2nd Level: Scholar
You are well-read on a specific academic subject. You gain proficiency in a skill of your choice from Arcana, History, Investigation, Medicine, Nature, or Religion. You gain expertise instead if you are already proficient in that skill.
At Higher Levels. You gain the benefits of this feature again at 9th level, as shown on the Wizard table.
4th Level: Character Improvement
One Ability Score of your choice increases by one (to a maximum of 20) and you gain one feat of your choice for which you qualify.
At Higher Levels. You gain the benefits of this feature again at 8th, 12th, 16th and 19th level, as shown on the Wizard table.
5th Level: Counterspell
Your studies into the nature and structure of magic allow you to stifle spells as they are cast. As part of the same Reaction you take for your Analyze Spell feature, you can make an Arcana check to counter that spell. The DC for this check is the casting creature's Spell Save DC. On a success, you can expend a spell slot of the same level as the slot used to cast the spell to disrupt it, causing it to fail and have no effect.
Note: This feature replaces the spell of the same name.
7th Level: Fluid Memorization
Your grasp of spellcasting formulae and structures allows you to amend the spells you've arrayed for the day. After studying your spellbook for 10 minutes, you can replace one of your prepared spells for another spell from spellbook which you do not have prepared. You can't do so again until you finish a Short Rest.
9th Level: Arcanist
Your arcane acumen is so thorough that foundational spells are second nature to you. You always have the Detect Magic, Light, and Prestidigitation spells prepared.
In addition, you can cast Detect Magic without expending a spell slot.
11th Level: Cantrip Mastery
Your command over basic spellcasting is rivaled only by the greatest of archwizards. Choose two cantrips that are in your spellbook. The chosen cantrips are always prepared for you and you can ignore the Material, Somatic, and Verbal components for those cantrips.
13th Level: Spellcraft Adept
Your understanding of magic allows you to unravel how spells work as they are cast. When you use your Analyze Spell feature, you can now determine which spell list that spell belongs to.
In addition, if that spell is in the Wizard spell list, you know which spell it is and you can make an Arcana check as part of the same Reaction to unravel its inner workings, provided the spell is of a level you can prepare. The DC for this check is 15 plus the level of the spell. On a success, the spell is affixed your memory until you finish a Long Rest. While affixed, you can cast the spell as if you had it prepared and you can add it to your spellbook at twice the normal time and cost. Once you affix a spell, you can’t do so again until you finish a Long Rest.
15th Level: Spell Mastery
You have achieved such prowess over certain spells that you can cast them at will. Choose a 1st-level and a 2nd-level spell that are in your spellbook. You always have those spells prepared and can cast them at their lowest level without expending a Spell Slot.
If you want to cast either spell at a higher level, you must expend a Spell Slot as normal.
17th Level: Focused Concentration
You have a sharp understanding of how magical effects are created and sustained. If you fail a Saving Throw to maintain Concentration on a spell or magical effect, you can expend a spell slot and add its level as a bonus to the roll, potentially turning it into a success.
18th Level: Signature Spells
You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd level spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't cast them in this way again until you finish a Short or Long Rest.
If you want to cast either spell at a higher level, you must expend a spell slot as normal.
20th Level: Archmage
You have reached the pinnacle of arcane knowledge and spellcasting prowess. When you expend a spell slot of 6th level or lower to cast a spell, that spell slot is considered one level higher for the purposes of determining the power of that spell.
For instance, if you cast Fireball with a 3rd level spell slot, it counts as if you had cast it with a 4th level spell slot instead, increasing the spell's damage.
Aegis
Most wizards learn some form of defensive thaumaturgy, but few specialize enough in this field to earn the title of Aegis. Such mages study how the very fabric of the arcane can ward off harm, exorcise threats from other planes, and disrupt magic meant to weaken, surveil, or hamper allies. Their rigorous understanding of hostile magical phenomena allow them to weave arcane wards, not as a matter of spellcraft, but as a direct manipulation of aetheric energy.
1st Level: Aether Guard
Your arcane training taught you how to shroud yourself in a veil of defensive magic. While you are not wearing armor or wielding a shield, your Armor Class is equal to 10 + your Intelligence modifier.
Level 3: Abjuration Scholar
Your arcane studies into the workings of protective magic grant you the following benefits.
- Adept Abjurer. You have Advantage on Arcana checks to learn Abjuration spells, and the gold cost and time you must spend to add an Abjuration spell to your spellbook is halved.
- Protective Harmony. When you cast an Abjuration spell from the Wizard spell list that has a Range of Self or a Range of Touch that targets a creature, you can expend a spell slot of the same level to have that spell target yourself and a creature within 5 feet that you can touch instead. You can’t use this benefit again until you finish a Long Rest.
Level 3: Warding Mantle
Your knowledge of Abjuration principles enables you to tug at the weave’s threads and fashion an invisible, protective barrier. Whenever you Finish a Long Rest, you can create a shielding mantle on yourself, which has a maximum number of Hit Points equal to your Intelligence modifier plus twice your Wizard level. The mantle shares your damage resistances and immunities. Whenever you would take damage, you can choose to have your mantle take that damage instead. If the damage reduces your mantle to 0 Hit Points, you take any remaining damage.
The mantle’s magic lingers even after it is reduced to 0 Hit Points, and it can be regenerated in the following ways:
- Casting a Spell With a Spell Slot. The mantle regains 2 Hit Points per level of the spell slot spent.
- Fortify Ward. As a Bonus Action, you can expend a spell slot and cause your mantle to regain 3 Hit Points per level of the spell slot expended.
Level 6: Kinetic Ward
Your Abjuration prowess allows you to momentarily protect your allies with your mantle. When a creature you can see within 30 feet would take damage, you can take your Reaction to magically displace your mantle to that creature’s space for a brief moment, causing it to take that damage instead.
As part of the same Reaction, you can use your Fortify Ward to restore Hit Points to your mantle before it takes damage. If this damage reduces the mantle to 0 Hit Points, the creature takes any remaining damage.
Level 10: Warding Sanctum
You can harness arcane power to shape your Warding Mantle into a life-saving bulwark. Whenever you or a creature you can see within 5 feet is subjected to an effect or spell that targets an area, you can take your Reaction and expend a spell slot to turn your mantle into a shielding Sphere centered on you. For each level of the spell slot spent, your mantle regains 2 Hit points and its Sphere's radius grows by 5 feet, to a maximum of 20 feet. For instance, if you expend a 3rd level spell slot, your mantle regains 6 Hit Points and its Sphere has a 15 feet radius.
Your mantle wards creatures in the Sphere by giving them Advantage on saving throws and taking the triggering area effect’s damage. If this reduces your mantle’s Hit Points to 0, any remaining damage becomes the effect’s new damage roll.
Your mantle's Sphere dissipates at the end of the turn and you can’t use this feature again until you finish a Short Rest.
Level 14: Weave Breaker
Your mastery of Abjuration can fray the weave in ways beyond the scope of other wizards, granting you the following benefits.
- Dispel Mastery. You can cast Dispel Magic as a Bonus Action, and you make its ability check with Advantage.
- Counterspell Feedback. When you successfully counter a spell, the casting creature takes an amount of Psychic damage equal to 3d6 plus the level of the spell slot countered. This damage bypasses resistances and immunity.
- Spell Resistance. You have Advantage on saving throws against spells, and you have Resistance to the damage of spells.
Augur
Some wizards spend their lives researching how Divination magic can reveal hidden secrets, unveil the unseen, and unlock the arcane manipulation of cause and effect—such is the path of an Augur. To them, luck is a concept held only by those who cannot see the ties binding past and future as a single, sprawling, unbroken line. Capable of seeing what has been, what is, and what will be, Augurs often become highly sought after sages and prophetic advisers.
3rd Level: Divination Scholar
Your arcane studies have expanded your awareness, granting you the following benefits.
- Adept Diviner. You have Advantage on Arcana checks to learn Divination spells, and the gold cost and time you must spend to add a Divination spell to your spellbook is halved.
- Oracle's Lucidity. Whenever you fail an Insight, Investigation, or Perception check, you can add your Intelligence modifier to the roll, potentially turning it into a success. You can't use this benefit again until you finish a Short Rest.
3rd Level: Premonition
Visions of the future come to you in dreams. Whenever you finish a Long Rest, you gain 2 foretelling tokens. If a creature you can see rolls a d20 Test, you can expend a foretelling token to choose if the roll was destined to fail or succeed. You can make this choice before or after the roll is made, and you can only expend a token once in a turn. Any unspent tokens are lost when you begin a Long Rest.
At Higher Levels: When you become a 12th level Wizard, you gain 3 foretelling tokens whenever you finish a Long Rest.
6th Level: Mystic Foresight
Your supernatural intuition can forewarn you of impending danger. Whenever you or a creature you can see becomes the target of an attack or is forced to make a saving throw, you can take your Reaction to add your Intelligence modifier to your choice of the target’s AC or its Saving Throw rolls until the end of the turn.
You can't use this feature again until you finish a Short Rest, unless you expend a spell slot to use it again.
10th Level: Prophetic Arcana
Your ability to perceive fate as it is woven allows you to tap into spells you were destined to cast. Whenever a creature takes an Action, you can take your Reaction to cast a spell of 5th level or lower with a casting time of one Action that you have prepared as if you had Readied an Action to cast it. On your next turn, the only spell you can cast is a cantrip with a casting time of one Action.
14th Level: Third Eye
Your uncanny prescience grants you the following benefits:
- Foreboding Omen. You can't be Surprised.
- Reflected Gaze. Whenever you become the target of a Divination spell or effect, you are instantly aware of it. You know who the divining creature is and its location.
- Veilpiercer. You have Truesight with a 15 feet range.
Beguiler
Beguilers pursue a deep understanding of how magic can be woven to dazzle and mislead the senses. As experts in the school of Illusion, they practice subtlety, cunning, and misdirection to alter how others recognize reality around them. Some do so purely to understand the nature of perception, others ply their trade as paid entertainers, and some might go as far as tricking innocent victims for personal gain. Most beguilers dabble in all three.
1st Level: Casting Misdirection
You can cast Illusions covertly to befuddle and confuse your targets, which grants you the following benefits.
- Proficient Trickery. You gain a proficiency of your choice from Deception or Sleight of Hand.
- Discreet Casting. When you cast an Illusion spell, you can do so stealthily by concealing its casting components using trickery, subterfuge, and other forms of deception.
Means that reveal the presence of arcane energy, such as Detect Magic and Truesight, allows a creature to detect the spell being cast.
3rd Level: Illusion Scholar
Your arcane studies taught you how to trick the senses, granting you the following benefits.
- Adept Illusionist. You have Advantage on Arcana checks to learn Illusion spells, and the gold cost and time you must spend to add an Illusion spell to your spellbook is halved.
- Audible Shadows. When you cast an Illusion spell that creates only a visual effect, you can also create a faint, harmless illusory sound to accompany it.
3rd Level: Mirage Mastery
Your mastery of Illusion principles and theory empowers your spells, granting you the following benefits.
- Reshape Illusions. When you cast an Illusion spell with a range of at least 10 feet its range is increased by 60 feet, and you can change the nature of that illusion as a Bonus Action—povided that change meets the parameters of the spell that was used to create it.
- Swift Trickery. You always have the Minor Illusion cantrip prepared, and you can cast it as a Bonus Action.
6th Level: Shadow Servant
You can turn your illusions semi-corporeal by infusing them with shadow magic. When you cast an Illusion spell that requires concentration, you can make that illusion gain the following properties:
Guided Eidolon. As a Bonus Action, you can mentally move your illusion up to 15 feet to an unoccupied space that you can see and use it to perform a simple task, such as fetch something or interact with an object. The illusion has a Strength score of 2, and its ability to manipulate objects is dependent on its form.
Phantom Strike. As a Bonus Action, you can mentally move your illusion up to 15 feet to an unoccupied space that you can see and make a melee spell attack roll against a target within 5 feet of it. On a hit, a target takes 1d8 plus your Intelligence modifier Psychic damage. The target perceives this damage as Bludgeoning, Piercing, or Slashing, as appropriate to your illusion.
Tangible Apparition. Your illusion has an AC of 10 plus your Intelligence modifier and a number of Hit Points equal to your Intelligence modifier. If your illusion would take any amount of damage, it takes 1 damage instead. If your illusion drops to 0 Hit Points, the spell ends.
Once you use this feature, you can't use it again until you finish a Short Rest, unless you expend a spell slot of 2nd level or higher when you use it again.
10th Level: Phantom Decoy
You can get out of dangerous situations by quickly manifesting an illusory duplicate of yourself. As a Reaction when a creature makes an attack roll against you, you can become Invisible and teleport to the nearest unoccupied space that you can see within 15 feet, leaving the illusory duplicate behind in your place.
The duplicate’s AC is equal to 10 plus your Intelligence modifier, and all attacks against you are made against the duplicate instead. The illusion dissipates and you become visible again at the beginning of your next turn, or if the duplicate is hit, you make an attack, or you cast a spell.
Once you use this feature, you can't use it again until you finish a Short Rest.
14th Level: Dream Manifestation
You can solidify your illusions by carefully intertwining shadow magic into them. As a Bonus Action, you can choose an illusion you cast and that you can see within 60 feet and turn it into a real object for a number of minutes equal to your Intelligence modifier + your Proficiency Bonus (minimum of one), or until you use a Bonus Action to end the effect early.
When made into a real object, the illusion becomes motionless and frozen in place. The object is harmless and deals no damage, but it is sturdy and load bearing. For instance, you can solidify an illusion to bar a door, shield creatures from a collapse, place fake guards by an entrance, create a wall to enable an escape, or allow your allies to cross a chasm.
Mesmerist
To be a mesmerist is to study how magic alters and affects the mind. Such wizards leverage their prowess in the school of Enchantment to bewitch and enthrall others. Some are arcane philosophers on a quest to unlock the secrets of consciousness and cognition, others cunning negotiators who shape social interactions for good or ill, and a few are charismatic manipulators who would subdue another’s will into their service.
1st Level: Bewitching Presence
Your presence is enhanced by an aura of magical glamour. Whenever you make a Charisma check, you can add half your Intelligence modifier (rounded up, to a minimum of 1) as a bonus to the roll.
3rd Level: Enchantment Scholar
Your arcane studies have given you insights into the inner workings of the mind, granting you the following benefits.
- Adept Enchanter. You have Advantage on Arcana checks to learn Enchantment spells, and the gold cost and time you must spend to add an Enchantment spell to your spellbook is halved.
- Subtle Influence. You always have the Friends cantrip prepared, and you can cast it as a Bonus Action without requiring verbal or material components.
3rd Level: Hypnotic Eye
Your entrancing words and compelling gaze can magically mesmerize a creature. As an Action, choose a creature that can see or hear you within 15 feet. The target must succeed on a Wisdom saving throw against your Wizard Spell Save DC or be Stunned until the end of your next turn. While Stunned in this way, the creature becomes susceptible to your influence, making saving throws against Enchantment spells you cast with Disadvantage.
On each subsequent turn, you can take a Bonus Action to sustain this effect and extend its duration until the end of your next turn. The effect ends early if the creature takes damage, you move more than 15 feet away from it, or it can no longer see or hear you.
Once the effect ends, or if the creature succeeds on its saving throw against it, you can't use this feature on that creature again until you finish a Long Rest.
6th Level: Glamour Aegis
Your ability to manipulate the senses allows you to erase yourself from a creature’s mind. As a Bonus Action, you can choose a creature that can see or hear you within 30 feet and force it to make a Wisdom saving throw against your Wizard Spell Save DC or become Charmed for 1 minute. A creature Stunned by your Hypnotic Eye makes this save with Disadvantage. While Charmed in this way, the target can’t see, hear, or smell you for the duration. On a successful save, you can’t use this feature again on that creature until you finish a Long Rest.
This effect ends early if you dismiss it (no Action required), touch or deal damage to the target, or cast a spell that forces the target to make a save.
10th Level: Insidious Charm
Your ability to alter a creature's mind is unmatched, granting you the following benefits.
- Lurking Charm. When a creature fails a saving throw against an Enchantment spell you cast, the duration of that spell is doubled. The creature will be unaware of being magically influenced by you after the spell expires, even if that spell’s description specifies otherwise.
- Mind Breach. While a creature is Stunned by your Hypnotic Eye, you can cast Modify Memory on it without expending a spell slot. You do not need to have the spell prepared, and the creature automatically fails its save against it. You can’t use this benefit again until you finish a Long Rest.
- Quick Hypnosis. You can use your Hypnotic Eye as a Bonus Action.
14th Level: Enthralling Dominance
Your enchantment prowess has grown so powerful no mind is closed to you, granting you the following benefits.
- Twinned Influence. When you use your Hypnotic Eye or cast an enchantment spell of up to 5th level that can target a creature, you can target an additional creature within range.
- Will Breaker. Creatures immune to the Charmed condition become susceptible to your influence, making saves against your Charm spells and effects with Advantage. On a failed save, the creature is Dazed (it can take an Action or a Bonus Action on its turn, but not both. Its Speed is halved and it can’t take Reactions.) until the end of your next turn, or it suffers the Charm’s effect if it is Stunned by your Hypnotic Eye.
Spelldancer
Originally a martial discipline known only to elves, spelldancing incorporates acrobatic maneuvers, swift swordplay, and spellcasting into a deadly and graceful fighting style. By empowering their bodies using arcane power, spelldancers become unstoppable whirlwinds of magic and steel. Passed down from master practitioner to apprentice, spelldancing is a combat art that awes allies, terrifies foes, and becomes an unforgettable sight to all.
Ist Level: Glyph and Blade
You are trained in an elegant and nimble martial art pioneered by ancient elves, which grants you the following benefits.
- Arcane Fencer. You gain proficiency with one martial melee weapon of your choice with the Finesse property. You can use the chosen weapon as an arcane focus.
- War Dancer. You gain training with Light Armor and proficiency in Acrobatics.
3rd Level: Spelldance
You have learned a secret technique which allows you to use magic to empower your battle prowess with uncanny speed, agility, and situational awareness. While you are not wearing Medium or Heavy Armor, or wielding a Shield or a weapon with the Heavy property, you can take a Bonus Action to expend a spell slot of up to 4th level and gain the following benefits for 1 minute.
- Arcane Reflexes. You gain a bonus to your AC equal to 1 plus the level of the spell slot spent.
- Enspelled Stride. Your movement speed increases by 5 feet per level of the spell slot spent.
- Spellbound Finesse. You can use Intelligence, instead of Strength or Dexterity, for the attack and damage rolls of your melee and thrown weapons. On a hit, they deal extra damage of the weapon’s type equal to 1 plus the level of the spell slot spent.
- Weave-Steeled Focus. Whenever you make a saving throw to maintain Concentration on a spell, you can add a bonus to the roll equal to 1 plus the level of the spell slot spent.
Your Spelldance ends early if you are Incapacitated, if you don Medium or Heavy Armor or a Shield, or wield a weapon with two hands. You can also dismiss it at any time you choose (no action required).
3rd Level: Shielding Quickstep
Your training in combat magic allows you to shape arcane energy into a momentary protection. When you take damage, you can take your Reaction to expend a spell slot and reduce that damage to you by 2d4 per level of the spell slot spent.
At Higher Levels. This feature's damage reduction increases with your Wizard level: 2d6 at 8th level, and 2d8 at 12th level.
6th Level: Attack Chassé
Your movements have grown attuned to the rhythm of battle. You gain the following benefits while your Spelldance is active.
- Casting Cadence. If you expend a spell slot to cast a spell as an Action, you can make a melee or thrown weapon attack as a Bonus Action.
- Spellstrike. You can attack twice, instead of once, whenever you take the Attack action on your turn, and you can cast a cantrip you have prepared in place of one of those attacks.
10th Level: Evasive Pivot
Your combat expertise has honed your reflexes and awareness. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you take no damage if you succeed on the saving throw, and only half damage if you fail.
14th Level: Dance of Death
Your magic can empower your body to unleash a torrent of swift, acrobatic strikes against your foes. As an Action while your Spelldance is active, you can expend a spell slot and choose a number of targets you can see within 30 feet equal to the level of the spell slot spent, to a maximum of 4 targets. Make a melee attack roll against each target. On a hit, you dart to that target and use your Spellstrike benefit on it as if both attacks hit, adding the level of the spell slot spent to each attack’s damage roll. Your Speed is not spent and your movement does not trigger Opportunity Attacks while you dart between targets.
Warmage
A warmage’s studies are devoted to the deployment and application of offensive magic. This entails a focus on the field of Evocation and extensive studies on how magic creates effects in the physical world, often with explosive results. While many find employment or sponsorship within military organizations, others wield this destructive power as a means to protect the less fortunate, or in search of intellectual and monetary treasure as adventurers.
1st Level: Arcane Tactician
Your training in battle magic has honed your instincts and alertness. At the start of combat, you can choose to add your Intelligence modifier to your Initiative roll, instead of Dexterity.
3rd Level: Evocation Scholar
Your arcane studies allow you to cast damaging magic for maximum effect, granting you the following benefits.
- Adept Evoker. You have Advantage on Arcana checks to learn Evocation spells, and the gold cost and time you must spend to add an Evocation spell to your spellbook is halved.
- Potent Cantrips. Once on each of your turns, you can add your Intelligence modifier (minimum of 1) to one damage roll of an Evocation cantrip you cast.
3rd Level: Strategic Casting
You can manipulate the weave to create pockets of relative safety within the effects of your evocations. 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 (minimum of 1). 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.
6th Level: Cantrip Sniper
You can unleash offensive cantrips with uncanny skill and precision. When you cast a cantrip that deals damage and you miss with the attack roll or the target succeeds on its saving throw against it, the target takes half your cantrip’s damage but suffers no additional effects.
10th Level: Arcane Riposte
You have mastered the art of retaliatory magic. As a Reaction when an attack roll misses you or you make a successful saving throw against a spell, you can cast one damaging cantrip that you have prepared if you are not Incapacitated.
You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses when you finish a Long Rest.
14th Level: Overchannel
You can empower your spells by using your body as a conduit to the weave. When you cast a spell that deals damage by spending up to a 5th level spell slot, you can deal maximum damage with that spell on the turn you cast it.
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 slot spent immediately after the spell is cast. This damage ignores Resistance and Immunity.
Other Subclasses to Port/Design
Need at least 2 more. Goal is to have 8-10 subclasses. Try to prioritize ideas that recreate missing specialists in schools of magic.
- Blood Mage (Necromancy)
- Summoner (Conjuration)
- Alchemist (Transmutation)
- Dimensionalist (planar and teleportation expert)
- Witch (curse expert, maybe a better fit for Warlock?)
- Dweomancer (magic item expert, maybe a better fit for Artificer?)
- Maybe a hedge mage of some sort (maybe a better fit for sorcerer?)