Revised Arcane Traditions

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Revised Arcane Traditions

Abjurer

The School of Abjuration focuses on the practice of defensive magic. Its members, called Abjurers, 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.

Abjurer Spells

You learn more spells from the Abjuration school of magic as you gain levels in this class. These spells are always prepared, and don't count against the spells you prepare each day.

Wizard Level Spells Known
2nd Blade Ward, Mage Armor, Shield
3rd Arcane Lock, Thought Shield
5th Counterspell, Nondetection
7th Private Sanctum, Stoneskin
9th Antilife Shell, Planar Binding

Abjuration Savant

Starting at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.

Arcane Barrier

Also at 2nd level, you learn to project a protective ward around yourself. This barrier is always active, and it has Hit Points equal to twice your Wizard level. Whenever you take damage, the barrier takes the damage instead. If this damage reduces the Arcane Barrier's Hit Points to 0, you take the remaining damage.

You can recharge this barrier by casting spells. Whenever you cast a Wizard spell of 1st level or higher, the Arcane Barrier regains Hit Points equal to twice the spell's level.

Improved Ward

Starting at 6th level, while your Arcane Barrier is active, you are resistant to Force damage.

Aura of Warding

Starting at 10th level, you emit a protective aura out to 30 feet from you. Whenever your Arcane Barrier regains Hit Points, all creatures of your choice within your aura gain Temporary Hit Points equal to the amount of Hit Points restored to your Arcane Barrier.

Spell Deflect

Starting at 14th level, whenever you take damage from a spell, and all of its damage is absorbed by the Arcane Barrier, you can use your reaction to cast that spell, targeting the caster.

Conjurer

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.

Conjurer Spells

You learn more spells from the Conjuration school of magic as you gain levels in this class. These spells are always prepared, and don't count against the spells you prepare each day.

Wizard Level Spells Known
2nd Mage Hand, Find Familiar, Ice Knife
3rd Misty Step, Web
5th Arcane Tower, Sleet Storm
7th Dimension Door, Secret Chest
9th Cloudkill, Teleportation Circle

Conjuration Savant

Starting at 2nd level, the gold and time you must spend to copy an conjuration spell into your spellbook is halved.

Greater Familiar

Also at 2nd level, whenever you cast Find Familiar, it now uses the Greater Familiar stat block found in Appendix A, regardless of its appearance. You can command it to take any action it knows as a bonus action. It uses your Proficiency Bonus (PB) and your Intelligence Modifier (INT) in several places.

Instant Warp

Starting at 6th level, whenever you cast a Conjuration spell, you can teleport up to 30 feet to an unoccupied space you can see. Additionally, whenever you are targeted by an attack, spell, or magical effect, and you are within 60 feet of your familiar, you can use your reaction to switch places, causing the attack, spell, or magical effect to target your familiar instead.

Calm Mind

Starting at 10th level, whenever you cast a Conjuration spell that requires Concentration, you can choose for it to last its entire duration instead, without requiring Concentration. Once you use this feature, you must complete a Long Rest before being able to use it again.

Guardian Familiar

Starting at 14th level, you can now use the Guardian Familiar stat block when you summon a familiar using Find Familiar.

Diviner

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.

Diviner Spells

You learn more spells from the Divination school of magic as you gain levels in this class. These spells are always prepared, and don't count against the spells you prepare each day.

Wizard Level Spells Known
2nd Guidance, Comprehend Languages, Identify
3rd Locate Object, See Invisibility
5th Clairvoyance, Tongues
7th Arcane Eye, Locate Creature
9th Legend Lore, Scrying

Divination Savant

Starting at 2nd level, the gold and time you must spend to copy an divination spell into your spellbook is halved.

Oracle

Also at 2nd level, whenever you finish a Long Rest, roll 2d20 and record the rolled numbers. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see or hear with one of these rolls. You must choose to do so before the roll. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Bond of Awareness

Starting at 6th level, as an Action, you can touch a willing creature and bind your senses to theirs. While you are within 100 feet of a bound creature, you can:

  • See any creatures they can see, allowing you to target them with spells that require sight.
  • Can use your Oracle Feature on any roll made by them or any creature they can see or hear.
  • Know their exact location.

This bond ends if you or the other creature choose to end it, or if one of you is knocked unconscious or dies. You can only have one bound creature at a time.

Blessed Oracle

Starting at 10th level, you roll 3d20s, rather than two, for your Oracle Feature.

Truly Aware

Starting at 14th level, you gain Truesight out to 30 feet.

Enchanter

As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. They make great diplomats, informants, and spies, able to charm their way into anywhere they see fit.

Enchanter Spells

You learn more spells from the Enchantment school of magic as you gain levels in this class. These spells are always prepared, and don't count against the spells you prepare each day.

Wizard Level Spells Known
2nd Vicious Mockery, Charm Person, Sleep
3rd Crown of Madness, Suggestion
5th Antagonize, Fast Friends
7th Confusion, Psychic Lance
9th Geas, Modify Memory

Enchantment Savant

Starting at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.

Natural Influence

Also at 2nd level, you are more approachable in the eyes of the common person. People naturally treat you with greater regard than another person of equal standing. They are willing to overlook your race, gender, and identity when interacting socially with you.

Additionally, whenever you make a Persuasion (Charisma) or a Deception (Charisma) check, you gain a bonus to the roll equal to your Intelligence Modifier (minimum 1).

Addictive Personality

Starting at 6th level, whenever you cast an enchantment spell that targets a single creature, you can target additional creatures within 10 feet of the first target, up to a maximum equal to your Intelligence Modifier (minimum 1).

Potent Enchantment

Starting at 10th level, as an action, you can expend a Wizard spell slot of 5th level to target a creature within 100 feet of you that has immunity to the Charmed or Frightened Condition. The chosen creature must succeed on a Wisdom Saving Throw against your Wizard Spell Save DC. On a failed save, you ignore its immunity to the Charmed or Frightened Condition for 1 minute.

Subtle Charm

Starting at 14th level, you ignore the Verbal and Somatic components of enchantment spells. Additionally, creatures affected by your enchantment spells are unaware that they were affected by the spell when it ends, such as with Charm Person.

Evoker

Evokers focus their study on magic that creates powerful elemental effects. The study of this magic is dangerous, and most do not get to reach the heights you've reached.

Evoker Spells

You learn more spells from the Evocation school of magic as you gain levels in this class. These spells are always prepared, and don't count against the spells you prepare each day.

Wizard Level Spells Known
2nd Thunderclap, Chromatic Orb, Magic Missile
3rd Acid Arrow, Gust of Wind
5th Fireball, Lightning Bolt
7th Ice Strom, Vitriolic Sphere
9th Arcane Hand, Wall of Stone

Evocation Savant

Starting at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

Spell Mold

Also at 2nd level, you can manipulate the area of effect of your evocation spells. Whenever you cast an evocation spell of 1st level of higher, you can make one of the following changes to it:

  • You can decrease the area of effect, concentrating the spell into a smaller area.
  • If the spell's area of effect is a circle, sphere, square, cylinder, or cube, you can change the area of effect to another type listed above.
  • If the spell's area of effect is a line or cone, you can change the area of effect to another type listed prior.

Cantrip Mastery

Starting at 6th level, your cantrips deal an additional die of damage, up to a maximum of 4 damage dice. Additionally, cantrips that force a creature to make a saving throw to avoid damage instead take half damage on a successful save.

Focused Evocation

Starting at 10th level, whenever you cast an evocation spell of 1st level or higher that has an area of effect, you can choose to turn it into a ranged spell attack of the same range, targeting a creature you can see. On a hit, the target takes the spell's damage.

Magic Overload

Starting at 14th level, whenever you cast an evocation spell, you can upcast the spell without expending a higher level spell slot. For every higher spell level, you take 1d12 Necrotic damage. You can only increase a spell's level up to 5th with this feature.

Illusionist

You focus your studies on magic that dazzles, befuddles, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real.

Illusionist Spells

You learn more spells from the Illusion school of magic as you gain levels in this class. These spells are always prepared, and don't count against the spells you prepare each day.

Wizard Level Spells Known
2nd Minor Illusion, Disguise Self, Silent Image
3rd Invisibility, Silence
5th Fear, Major Image
7th Hallucinatory Terrain, Phantasmal Killer
9th Mislead, Seeming

Illusion Savant

Starting at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.

Illusory Double

Also at 2nd level, as an action, you can conjure an identical copy of yourself on an unoccupied space within 60 feet of you. Physical interaction with it will reveal it to be an illusion. The double cannot speak or interact with objects, and is dispelled when it takes damage or it is farther than 100 feet from you.

As a bonus action on your turn, you can command the illusory double to move up to your speed in any direction. While the double is active, you can cast spells from either your position or the doubles. Also, as a bonus action, you can switch places with your double.

The double lasts for 10 minutes or until you choose to dispel it (no action required).

Longer Illusions

Starting at 6th level, your illusion spells and Illusory Double last for 1 hour, unless their duration is longer.

Enhanced Illusory Double

Starting at 10th level, your double now has an Armor Class equal to 10 + your Intelligence Modifier and Hit Points equal to 2 times your Wizard level.

Shatter Reality

Starting at 14th level, as an action, you can manipulate the terrain out to 200 feet of you for 1 minute. any creature of your choice within range must succeed on a Wisdom Saving Throw. On a failed save, it is frightened and takes 2d10 Psychic damage at the start of each of its turns. An affected creature can reroll the saving throw at the end of each turn, ending the effect on a success. After using this feature, you must complete a Long Rest before using it again.

Necromancer

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.

Necromancer Spells

You learn more spells from the Necromancy school of magic as you gain levels in this class. These spells are always prepared, and don't count against the spells you prepare each day.

Wizard Level Spells Known
2nd Chill Touch, False Life, Ray of Sickness
3rd Blindness/Deafness, Ray of Enfeeblement
5th Animate Dead, Life Transference
7th Blight, Spirit of Death
9th Dance Macabre, Enervation

Necromancy Savant

Starting at 2nd level, the gold and time you must spend to copy an necromancy spell into your spellbook is halved.

Health Transfusion

Also at 2nd level, whenever you reduce a creature to 0 Hit Points with a Wizard spell, you regain Hit Points equal to your Intelligence Modifier + the spell's level. If the spell is from the Necromancy school of magic, the amount of Hit Points you gain are doubled.

Fortify Thrall

Starting at 6th level, any Undead under your command:

  • Have their maximum Hit Points increased by your Intelligence Modifier.
  • Can be targeted by spells that regain Hit Points.
  • Are resistant to Necrotic damage (unless they are immune to it).
  • Are no longer vulnerable to Radiant damage.

Undead Aura

Starting at 10th level, you emit an aura out to 30 feet from you. You and all creatures of your choice within your aura gain the following benefits:

  • Resistance to Necrotic damage.
  • Cannot have their Maximum Hit Points reduced.
  • Immune to Poison and Disease.

Summon Undead

Starting at 14th level, you no longer need to target corpses or piles of bones when casting spells such as Animate Dead. Additionally, Undead you create with these spells gain a bonus to attack rolls and saving throws equal to your Intelligence Modifier.

Transmuter

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. Your magic gives you the tools to become a smith on reality's forge.w

Transmuter Spells

You learn more spells from the Transmutation school of magic as you gain levels in this class. These spells are always prepared, and don't count against the spells you prepare each day.

Wizard Level Spells Known
2nd Magic Stone, Catapult, Feather Fall
3rd Alter Self, Enlarge Reduce
5th Gaseous Form, Slow
7th Elemental Bane, Polymorph
9th Animate Objects, Passwall

Transmutation Savant

Starting at 2nd level, the gold and time you must spend to copy an transmutation spell into your spellbook is halved.

Transmutation Stone

Also at 2nd level, you gain proficiency with Jeweler's Tools and the knowledge to create a Transmutation Stone:

  • Creating your Transmutation Stone: Over the course of 1 hour, you can use Jeweler's Tools to create a Transmutation Stone. You can only have one stone at a time, and creating a second one destroys the first. Only you can benefit from the Transmutation Stone.
  • Transmutations: The Transmutation Stone can grant you 2 Transmutations of your choice, found in Appendix B. You must meet the level prerequisites for these Transmutations.
  • Additional Transmutations: Your Transmutation Stone can impart more Transmutations onto you at 5th (3), 10th (4) and 15th (5).

Transmutation Adept

Starting at 6th level, you can craft a Minor Transmutation Stone, which can grant a creature other than yourself a single Transmutation of your choice while in their possession.

Morph Flesh

Starting at 10th level, you can cast Polymorph without expending a spell slot. When you cast it in this way, you must choose to transform yourself into a Beast of CR 2 or lower. At 15th level, this Beast can be of CR 3, and at 20th, the Beast can be of CR 4.

Transmutation Mastery

Starting at 14th level, you can craft an additional Minor Transmutation Stone, and they can each bear 2 Transmutations of your choice.

Appendix A: Greater Familiar and Guardian Familiar Stat Block


Greater Familiar

Tiny celestial (good), fey (neutral), or fiend (evil)


  • Armor Class 8 + PB + your Intelligence modifier
  • Hit Points 4 + four times your wizard level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0)

  • Senses Passive Perception 11 + PB
  • Languages Common + one language of your choice

Alternate Form. When you first summon the Greater Familiar, you choose whether its form is of the Land (+10 walking speed), the Cave (+20 burrow speed), the Sea (+40 swim speed), or the Sky (+20 fly speed (hover)).

Conjurer's Bond. You add your PB to any ability check or saving throw that your familiar makes.


Actions

Arcane Blast. Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 1d4 + 3 + PB force damage


Guardian Familiar

Medium celestial (good), fey (neutral), or fiend (evil)


  • Armor Class 10 + PB + Intelligence modifier
  • Hit Points 6 + six times your wizard level
  • Speed 40 ft., fly 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 16 (+3) 12 (+1) 16 (+3) 12 (+1)

  • Senses darkvision 120ft, Passive Perception 13 +PB
  • Languages Every language you speak+ one language of your choice, Telepathy 120 feet.

Conjurer's Bond. You add your PB to any ability check or saving throw that your familiar makes.


Actions

Multiattack. The Guardian Familiar makes 2 Magical Rend attacks.

Magical Rend (Melee). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 4 + PB force damage

Magical Rend (Ranged). Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 1d10 + 4 + PB force damage

Appendix B: Transmutations

2nd Level

Amphibious

You gain a swimming speed equal to your walking speed, and you can breathe both air and water.

Concealment

You have advantage on Dexterity (Stealth) checks when holding still or lightly obscured.

Keen Sense

You have advantage on Wisdom (Perception) checks that rely on its hearing, smell, or sight.

Power Grip

You gain a climbing speed equal to your walking speed.

Slippery

Attacks of Opportunity against you are done at Disadvantage.

Tunnel Vision

You gain Darkvision out to 60 feet. If you already have Darkvision, it increases by 30 feet.

5th Level

Digging Claws

You gain a burrow speed equal to your walking speed.

Magical Ward

While not wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity Modifier + your Intelligence Modifier.

Natural Weapons

Your unarmed strikes deal slashing, bludgeoning, or piercing (your choice) damage equal to 1d8 + your Strength modifier, and on hit, you can choose to automatically grapple your target if it is equal to your size or smaller.

Reinforced Limbs

You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your wizard level.

10th Level

Lightweight Descent

When you fall at least 10 feet and aren't incapacitated, you can subtract up to 100 feet from your fall when you calculate fall damage, and you can move horizontally 2 feet for every 1 foot you fall.

Hulking Size

You grow one size larger, your weight is quadrupled, your reach with melee weapons increases by 5 feet, and you deal an additional 1d4 damage with Strength based melee attacks.

Heightened Awareness

You gain Blindsight out to 30 feet.

Hairtrigger Senses

You cannot be surprised, and you gain a bonus to your Initiative rolls equal to your Intelligence Modifier (Minimum 1).

15th Level

Levitation

You gain a flying speed equal to your walking speed.

Regenerator

If you begin your turn with less than half of your hit points remaining, but at least 1 hit point, you instantly regain hit points equal to your Constitution modifier (minimum of 1).

 

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