One D&D Wizard Revisited

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One D&D Wizard Revisited (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.

©Dragoncrown Games
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 3 4 2
2nd +2 Fluid Memorization 3 5 3
3rd +2 Wizard Subclass 3 6 4 2
4th +2 Character Improvement 4 7 4 3
5th +3 Arcane Assiduity 4 9 4 3 2
6th +3 Subclass Feature 4 10 4 3 3
7th +3 Expert Sepllcaster 4 11 4 3 3 1
8th +3 Character Improvement 4 12 4 3 3 2
9th +4 Arcane Erudite 4 14 4 3 3 3 1
10th +4 Subclass Feature 5 15 4 3 3 3 2
11th +4 Cantrip Mastery 5 16 4 3 3 3 2 1
12th +4 Character Improvement 5 16 4 3 3 3 2 1
13th +5 Arcane Shorthand 5 17 4 3 3 3 2 1 1
14th +5 Subclass Feature 5 18 4 3 3 3 2 1 1
15th +5 Spell Mastery 5 19 4 3 3 3 2 1 1 1
16th +5 Character Improvement 5 21 4 3 3 3 2 1 1 1
17th +6 Vicious Counterspell 5 22 4 3 3 3 2 1 1 1 1
18th +6 Signature Spells 5 23 4 3 3 3 3 1 1 1 1
19th +6 Character Improvement 5 24 4 3 3 3 3 2 1 1 1
20th +6 Archmage 5 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

You have learned to regain some of your magical energy by studying your spellbook. 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, 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 any spell in your spellbook 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.

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 Arcane spell list. On your adventures, you might find other Acane 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 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.

If another Wizard feature gives spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this Spellcasting 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 the spells you cast with your Wizard features. 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 as shown below:

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier


Spellcasting Focus. You can use an Arcane Focus or your spellbook 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 Arcane spells of a level that you can prepare and copy them into your spellbook.

In addition, whenever you find a source to learn a new Arcane 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 are attempting 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.

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.

Some spellcasting foci are enchanted to enhance a spellcaster's abilities or empower their spells.

Spellbooks

Characters with the Spellcasting feature must have a spellbook: a repository of their magical knowledge used to learn, prepare, and record spells they know. Spellbooks can vary in content and function depending on the type of magic a spellcaster wields. While their different contents might play a role in some situations, they all follow the same game rules 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 them to cast their spells. It is also a repository of a spellcaster’s notes on arcane research, magical knowledge, 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 their spells. It also serves as a religious text, containing the teachings, lore, ceremonies, and covenants of their faith.

  • Enchiridions. A primal spellcaster’s enchiridion contains the rituals, talismans, chants, and totemic symbols needed for them to cast their spells. These books often read as almanacs full of knowledge on nature, astrology, herbalism, and the creatures who inhabit the wild.

  • Grimoires. A wyrd or pact spellcaster’s grimoire appears almost identical to an arcane spellcaster’s spellbook to the untrained eye. Upon closer inspection, it becomes obvious it contains not only arcane spells, but also the hexes, alchemical formulas, invocations, and secret rituals used in eldritch magic, as well as the contracts needed to bargain with one or more powerful entities.

  • Exotic Spellbooks. While most spellcasters approach the process of studying and documenting spells according to the form of magic they practice, some break with tradition in favor of something more fitting to their fancies. For instance, a Bard might store their spells in lyricals where spell formulas are combined with complex pentameters or musical notation, a Paladin might forgo paper entirely and carry engraved rings or prayer wheels containing their orisons, or a Warlock might hide their knowledge behind artful ideograms in an illustrated codex.

Copying a Spell into the Book. When you learn a spell, you can add it to your spellbook if it is of a spell level you can prepare. For each level of the spell, the process takes 2 hours and costs 50 gp, or half as much for a cantrip. The cost represents material components you expend as you experiment with the spell to master it, as well as any supplies 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 to spend only 1 hour and 10 gp for each level of the copied spell, or half as much for a cantrip.

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 spellcasters 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, 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.

2nd Level: Fluid Memorization

At the end of a short rest, you can choose one spell from your spellbook that you don’t have prepared. The unprepared spell replaces one prepared spell of your choice of the same level on your list of prepared spells.

At Higher Levels. When you reach 6th level in this class, you can choose up to two unprepared spells, and up to three when you reach 12th level.

3rd Level: Wizard Subclass

You gain a Wizard subclass of your choice. If you are unsure which one to pick, consider selecting the Warmage subclass.

A subclass is a specialization that grants you special abilities at certain Wizard levels. For the rest of your career, you gain each of your subclass’ features that are of your Wizard level and lower. This class’ description tells you the levels when your subclass provides features.

4th Level: Character Improvement

One Ability Score of your choice increases by one (to a maximum of 20) and you gain a feat of your choice for which you qualify.

5th Level: Arcane Assiduity

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 your reaction to reroll that Saving Throw, adding your Intelligence modifier to the result (minimum of +1). You must use the new roll, and you can’t use this feature again until you finish a long rest.

6th Level: Subclass Feature

You gain a feature from your Wizard subclass.

7th Level: Expert Spellcaster

Your arcane knowledge is so thoruough 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.

8th Level: Character Improvement

One Ability Score of your choice increases by one (to a maximum of 20) and you gain a feat of your choice for which you qualify.

9th Level: Arcane Erudite

Your studies into the arcane have earned you a vast hoard of knowledge. You have expertise in the Arcana skill, and advantage on Arcana, History, and Investigation checks concerning magic and spellcasting knowledge.

10th Level: Subclass Feature

You gain a feature from your Wizard subclass.

11th Level: Cantrip Mastery

Your command over basic spellcasting principles 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 add a +2 bonus to their save DC and attack rolls.

12th Level: Character Improvement

One Ability Score of your choice increases by one (to a maximum of 20) and you gain a feat of your choice for which you qualify.

13th Level: Arcane Shorthand

Your comprehensive acumen of arcane principles allows you to create temporary spell scrolls using shortened formulas and abbreviated incantations. At the end of a long rest, you can choose a 1st or 2nd level spell in your spellbook and create a spell scroll of that spell, provided you have the required parchment and inks. Only you can read and use this spell scroll, and it is indecipherable to anyone else without the use of magic.

Spell scrolls created in this way can only cast the chosen spell at it's lowest level, and turn into an inert blank parchment at the next dawn.

14th Level: Subclass Feature

You gain a feature from your Wizard subclass.

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.

16th Level: Character Improvement

One Ability Score of your choice increases by one (to a maximum of 20) and you gain a feat of your choice for which you qualify.

17th Level: Vicious Counterspell

Your deep understanding of arcane processes allows you to make spells backfire on their casters. Whenever you successfully counter a spell, you can deal its caster a number of d8's equal to your Intelligence modifier (minimum of 1d8) force damage. Damage dealt in this way bypasses immunities and resistances.

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

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 do so again until you finish a Short Rest or Long Rest.

If you want to cast either spell at a higher level, you must expend a Spell Slot as normal.

19th Level: Character Improvement

One Ability Score of your choice increases by one (to a maximum of 20) and you gain a feat of your choice for which you qualify.

20th Level: Archmage

You have reached the pinnacle of arcane knowledge and spellcasting expertise. 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 normally with a 3rd level spell slot, it counts as a 4th level spell slot instead to determine the damage dealt.

Wizard Subclasses

A Wizard subclass is a specialization that grants you special abilities at certain Wizard levels, as specified in the subclass.

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.

3rd Level: Illusion Specialist

You always have the minor illusion cantrip prepared and gain proficiency in the Deception skill. If you are already proficient in Deception, you gain expertise instead.

In addition, whenever you add a spell to your spellbook, the gold cost and time you must spend to add an Illusion spell to your spellbook is halved.

3rd Level: Audible Mirage

When you cast an Illusion spell that creates only a visual effect, you can also create a harmless illusory sound to accompany it.

6th Level: Deft Deceiver

The range and duration of all of your Illusion spells doubles. If you can see an ongoing illusion created by a spell you cast, you can use your bonus action to change the nature of that illusion, provided that change meets the parameters of the spell used to create it.

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, 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 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 to 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.

Once it is made a real object, the illusion becomes motionless and frozen in place. The object is harmless, deals no damage, and cannot be moved, 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.

Proficiency, Expertise, and Mastery

While creating your character or upon gaining new levels, you might gain a skill or tool proficiency you already have more than once. If you do, that proficiency is upgraded to expertise the second time you gain that proficiency, or to a mastery the third time you gain it and beyond. The listed bonuses are added to your standard proficiency bonus.

Expertise. You have a +2 bonus on d20 tests made with a skill or tool proficiency you have expertise with.

Mastery. You have a +3 bonus on d20 tests made with a skill or tool proficiency you have mastery with.

Any passive scores you have, such as Perception, also benefit from this extra bonus.

Bladedancer

Originally a martial discipline known only to elves, bladedancing incorporates acrobatic maneuvers, swift swordplay, and spellcasting into a deadly and graceful dance. By empowering their bodies using arcane power, bladedancers become unstoppable whirlwinds of magic and steel. Passed down from master practitioner to apprentice, bladedancing is a combat art that awes allies, terrifies foes, and becomes an unforgettable sight to all.

3rd Level: Warsong

You are trained in an elegant and balletic martial art pioneered by ancient elves. You gain training with light armor and mastery with one melee weapon of your choice with the finesse property. You can use the chosen weapon as an arcane focus.

In addition, you gain proficiency in the Acrobatics and Performance skills if you are not already proficient in them.

3rd Level: Bladedance

You have learned a secret technique that allows you to use magic to empower your battle prowess with uncanny speed, agility, and situational awareness. So long as you are not wearing medium or heavy armor or a shield, you can use a bonus action to expend a spell slot of any level to gain the following benefits for 1 minute.

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • Your movement increases by 10 feet and doesn’t trigger attacks of opportunity. You can long jump up to 20 feet and high jump up to 10 feet, with or without a running start.
  • You can use Intelligence, instead of Strength or Dexterity, for the attack and damage rolls of your finesse and thrown weapons.
  • You have advantage on Acrobatics and Athletics checks.

Your bladedance ends early if you are incapacitated, if you don medium or heavy armor or a shield, or wield a weapon with the heavy property. You can also dismiss it at any time you choose (no action required).

6th Level: Attack Chassé

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.

In addition, attacks you make while your bladedance is active count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks and damage.

10th Level: Defensive 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.

In addition, when you take damage while your bladedance is active, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

14th Level: Dance of Death

While your bladedance is active, you can unleash a torrent of swift and acrobatic strikes. As a bonus action, you can spend a spell slot of up to 3rd level and choose a damage type from cold, fire, force, lightning, or radiant. Until the end of your turn, the next time you take the attack action each attack deals an extra 1d8 damage of the chosen type, and you can attack an additional number of times equal to the level of the spell slot spent. If you use your movement in between these attacks, it only costs you 1 foot of speed to move 2 feet.

Mesmerist

To be a mesmerist is to study how magic affects and alters 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.

3rd Level: Enchantment Specialist

The spell save DC for Enchantment spells you cast increases by an amount equal to half your Charisma modifier, rounded up (minimum of +1).

In addition, whenever you add a spell to your spellbook, the gold cost and time you must spend to add an Enchantment spell to your spellbook is halved.

3rd Level: Bewitching Presence

Your hypnotizing words and compelling gaze can magically entrance a creature you can see. As an action, choose one creature that can see or hear you within 5 feet of you. 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 and makes saving throws against Enchantment spells you cast with disadvantage.

You can use this feature a number of times equal to your Charisma modifier (minimum of one), and you regain all expended uses when you finish a short rest.

6th Level: Insidious Charm

When you cast an Enchantment spell on a creature while it is stunned by your Bewitching Presence and that creature fails its save against it, the duration of that spell is doubled. In addition, that creature will be unaware of being magically influenced by you after the spell expires even if that spell specifies otherwise.

At any point before the spell expires, you can expend one use of your Bewitching Presence to further influence that creature. If you do so, you can erase up to 10 minutes from the target's memories, replacing them with a different memory of your choice.

Creatures that can't be charmed are immune to this effect, and a remove curse or greater restoration spell cast on the target restores the creature's true memory.

10th Level: Glamour Aegis

Your ability to manipulate the senses allows you to erase yourself from a creature’s mind. As an action, you can force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failure, the target can’t see, hear, or smell you for a number of minutes equal to your Charisma modifier (minimum of 1).

This effect ends early if you dismiss it as a bonus action, touch or deal damage to the target, or cast a spell that forces the target to make a save. Creatures that can't be charmed are immune to this effect.

Once you use this feature, you can’t use it again until you finish a short rest.

14th Level: Enthralling Dominance

When you cast an enchantment spell of 1st level or higher that can target a creature, you can target an additional creature within range of the spell.

In addition, while a creature that can’t be charmed is stunned by your Bewitching Presence, it loses its immunity to Charm against your class features, feats, species traits, and spells, making saves against them (if any) with advantage.

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.

3rd Level: Evocation Specialist

Once per turn, whenever you cast an Evocation cantrip from the Arcane or Wizard spell list, you can add your Intelligence modifier to one damage roll of that cantrip.

In addition, whenever you add a spell to your spellbook, the gold cost and time you must spend to add an Evocation spell to your spellbook is halved.

3rd Level: Strategic Casting

You can 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 weave damaging cantrips with uncanny skill and precision. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

10th Level: Arcane Riposte

You have mastered the art of retaliatory magic, allowing you to partially reshape an enemy spell's energy to fuel your own spellcasting. As a reaction when you make a successful saving throw against a spell, you can cast one damaging cantrip that you have prepared if you are not incapacitated and you are able to cast spells. You can use this feature twice, and regain all expended uses when you finish a short rest.

14th Level: Overchannel

You have learned to use your body as a conduit of magical energy to empower your spells. When you cast an Arcane or a Wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12. Damage you take in this way ignores Resistance and Immunity.

 

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