Wizard Unchained | A 2024 Wizard Overhaul

by Smug Coffee Man

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Unchained Wizard

Introduction

This document exists as one of several that is a way to completely overhault the way Dungeons & Dragons 2024 handles its progresssion and power level. The name comes from older editions of Dungeons & Dragons such as 3rd Edition and similar spinoff games, and aims to empower classes and make D&D 2024 a better feeling game to play for Players.

References to Other Documentation

The following abbreviations are used to reference official Dungeons & Dragons 5th Edition and 2024 expansion documents as well as other documents I have created.

  • AAG: Astral Adventurer's Guide
  • BMT: Book of Many Things
  • DMG14: Dungeon Master's Guide (2014)
  • DMG24: Dungeon Master's Guide 2024
  • EEPC: Elemental Evil Player's Companion
  • EFA: Eberron: Forge of the Artificer
  • EGW: Explorer's Guide to Wildemount
  • ERLW: Eberron: Rising From the Last War
  • FRHoF: Forgotten Realms: Heroes of Faerun
  • FTD: Fizzban's Treasury of Dragons
  • GGR: Guildmaster's Guide to Ravnica
  • IDRotF: Icewind Dale: Rime of the Frostmaiden
  • MCoC: Magniloth's Compendium of Changes
  • MOT: Mythic Odysseys of Theros
  • MPMM: Mordenkainen Presents: Monsters of the Multiverse
  • MM25: Monster Manual 2025
  • MTF: Mordenkainen's Tome of Foes
  • PHB14: Player's Handbook (2014)
  • PHB24: Player's Handbook 2024
  • SCAG: Sword Coast Adventurer's Guide
  • SCC: Strixhaven: A Curriculum of Chaos
  • SCoC: Smug's Compendium of Changes
  • SatO: Sigil and the Outlands
  • TCE: Tasha's Cauldron of Everything
  • TDSCR: Tal'Dorei Campaign Setting Reborn
  • UCR: Unchained Rules
  • VGM: Volo's Guide to Monsters
  • VRGR: Van Richten's Guide to Ravenloft
  • XGE: Xanathar's Guide to Everything
  • XUA25ApS: Unearthed Arcana 2025: Apocalyptic Subclasses
  • XUA25ArS: Unearthed Arcana 2025: Arcane Subclasses
  • XUA25P: Unearthed Arcana 2024: The Psion
  • XUA25PU: Unearthed Arcana 2025: The Psion Update
  • XUA25SU: Unearthed Arcana 2025: Subclasses Update

How to Use

To use this Document, simply use it in place of the normal Dungeons & Dragons 2024 Class this document is named after. Game Masters should increase the CR of all Encounters by +1 from the normal calculations to account for the greater power of these Classes.

Note that the Unchained Class documents do not include any of the Spells listed in their Spells appendix, should they have one. These are found in official documentation from Wizards of the Coast, their affliates, or within other Homebrew documents found on the References to Other Documentation list to the left. Purchase official products from Wizards of the Coast to gain access to that content if it is from an official source, or via other homebrew documents linked in that list.

If a document does not list an Unchained Class in the list of Classes or Subclasses that can learn or prepare that Spell, then the list found in the appropriate appendix in that Unchained Class's Document takes priority.

Unchained Wizard

Unchained Wizards are defined by their exhaustive study of magic's inner workings. They 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 forms protective barriers. Their mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.

Most Unchained Wizards share a scholarly approach to magic. They examine the theoretical underpinnings of magic, particularly the categorization of spells into schools of magic. Renowned Unchained Wizards such as Bigby, Tasha, Mordenkainen, and Yolande have built on their studies to invent iconic spells now used across the multiverse.

The closest an Unchained Wizard is likely to come to an ordinary life is working as a sage or lecturer. Other Unchained Wizards sell their services as advisers, serve in military forces, or pursue lives of crime or domination.

But the lure of knowledge calls even the most unadventurous Unchained Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Unchained 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.

Scholars of the Arcane

Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.

Unchained Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other Unchained Wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.

The Lure of Knowledge

Unchained Wizards' lives are seldom mundane. The closest an Unchained 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 Unchained 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 Unchained Wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Unchained 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.

The Powerful Few

Only a select few people in the world are wielders of magic. Of all those, Unchained Wizards stand at the pinnacle of the craft. Even the least of them can manipulate forces that flout the laws of nature, and the most accomplished among them can cast spells with world-shaking effects.

The price that Unchained Wizards pay for their mastery is that most valuable of commodities: time. It takes years of study, instruction, and experimentation to learn how to harness magical energy and carry spells around in one's own mind. For adventuring Unchained Wizards and other spellcasters who aspire to the highest echelons of the profession, the studying never ends, nor does the quest for knowledge and power.

Spellbook

Your Unchained Wizard character's most prized possession—your spellbook—might be an innocuous-looking volume whose covers show no hint of what's inside. Or you might display some flair, as many Unchained Wizards do, by carrying a spellbook of an unusual sort. If you don't own such an item already, one of your goals might be to find a spellbook that sets you apart by its appearance or its means of manufacture.

d6 Spellbook
1 A tome with pages that are thin sheets of metal, spells etched into them with acid
2 Long straps of leather on which spells are written, wrapped around a staff for ease of transport
3 A battered tome filled with pictographs that only you can understand
4 Small stones inscribed with spells and kept in a cloth bag
5 A scorched book, ravaged by dragon fire, with the script of your spells barely visible on its pages
6 A tome full of black pages whose writing is visible only in dim light or darkness

Ambition

Few aspiring Unchained Wizards undertake the study of magic without some personal goal in mind. Many Unchained Wizards use their spells as a tool to produce a tangible benefit, in material goods or in status, for themselves or their companions. For others, the theoretical aspect of magic might have a strong appeal, pushing those Unchained Wizards to seek out knowledge that supports new theories of the arcane or confirms old ones.

Beyond the obvious, why does your Unchained Wizard character study magic, and what do you want to achieve? If you haven't given these questions much thought, you can do so now, and the answers you come up with will likely affect how your future unfolds.

d6 Ambition
1 You will prove that the gods aren't as powerful as folk believe.
2 Immortality is the end goal of your studies.
3 If you can fully understand magic, you can unlock its use for all and usher in an era of equality.
4 Magic is a dangerous tool. You use it to protect what you treasure.
5 Arcane power must be taken away from those who would abuse it.
6 You will become the greatest Unchained Wizard the world has seen in generations.

Eccentricity

Endless hours of solitary study and research can have a negative effect on anyone's social skills. Unchained Wizards, who are a breed apart to begin with, are no exception. An odd mannerism or two is not necessarily a drawback, though; an eccentricity of this sort is usually harmless and could provide a source of amusement or serve as a calling card of sorts.

If your character has an eccentricity, is it a physical tic or a mental one? Are you well known in some circles because of it? Do you fight to overcome it, or do you embrace this minor claim to fame of yours?

d6 Mark
1 You have the habit of tapping your foot incessantly, which often annoys those around you.
2 Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes.
3 You never enter a room without looking to see what's hanging from the ceiling.
4 Your most prized possession is a dead worm that you keep inside a potion vial.
5 When you want people to leave you alone, you start talking to yourself. That usually does the trick.
6 Your fashion sense and grooming, or more accurately lack thereof, sometimes cause others to assume you are a beggar.
The Unchained Wizard
Level Proficiency Bonus Features Cantrips Known Spells Learned* Spells Prepared 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Loyal Familiar, Ritual Adept, Spellcasting, Unchained Wizard Subclass 3 6 4 2 - - - - - - - -
2nd +2 Arcane Linguist, Expertise 3 8 5 3 - - - - - - - -
3rd +2 Arcane Scholar, Magic Box 3 10 6 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 12 7 4 3 - - - - - - -
5th +3 Subclass Feature 4 14 8 4 3 2 - - - - - -
6th +3 Arcane Recovery, Memorize Spell 4 16 9 4 3 3 - - - - - -
7th +3 Arcane Linguist Improvement 4 18 10 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 4 20 11 4 3 3 2 - - - - -
9th +4 Expertise 4 22 12 4 3 3 3 1 - - - -
10th +4 Subclass Feature 5 24 13 4 3 3 3 2 - - - -
11th +4 Magic Box Improvement 5 26 14 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 28 15 4 3 3 3 2 1 - - -
13th +5 Arcane Linguist Improvement 5 30 16 4 3 3 3 2 1 1 - -
14th +5 - 5 32 17 4 3 3 3 2 1 1 - -
15th +5 Subclass Feature 5 34 18 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 36 19 4 3 3 3 2 1 1 1 -
17th +6 - 5 38 20 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 40 21 4 3 3 3 3 1 1 1 1
19th +6 Epic Boon 5 42 22 4 3 3 3 3 2 1 1 1
20th +6 Arch Wizard, Signature Spells 5 44 22 4 3 3 3 3 2 2 1 1

*NOTE: This refers to the Spells added to your Spellbook by gaining an Unchained Wizard Level. You may still add additional Spells to your Spellbook by scribing them as described later

Multiclassing

Ability Score Minimum: Intelligence 13

Creating an Unchained Wizard

Creating an Unchained Wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic?

What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other Unchained Wizard? Perhaps you're simply eager to put your newfound magical skills to the test in the face of danger.

Quick Build

You can make an Unchained Wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the sage background. Third, choose the Fire Bolt, Mage Hand, Prestidigitation, and Shocking Grasp cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep.

Class Features

  • Hit dice: 1d6 per Unchained Wizard level.
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Unchained Wizard level after 1st.

Proficiencies

Armor: none
Weapons: simple weapons
Tools: None.
Saving Throws: Intelligence, Wisdom
Skills: Any three of your choice.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 2 Daggers, an Arcane Focus, a Robe, a Spellbook, a Scholar's Pack, and 5 GP
  • (b) 55 GP

Loyal Familiar

At 1st Level, you add the Find Familiar (MCoC) Spell to your Spellbook. It is a Level 1 Unchained Wizard Spell, you always have it prepared, and it does not count against your Unchained Wizard Spells Prepared.

When you cast Find Familiar (MCoC) as an Unchained Wizard Spell, you gain additional options for the form of your Familiar from the 2025 Monster Manual: Awakened Shrub, Commoner (appears as a featureless wooden puppet), Crawling Claw, Larva, Lemure, Myconid Sprout, Shreiker Fungus.

Ritual Adept

At 1st level, you can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You don't need to have the spell prepared, but you must read from the book to cast a spell in this way.

Spellcasting

At 1st level, as a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Unchained Wizard spells, which appear in the Unchained Wizard spell list on page [page] of this Document.

Cantrips. You know three Unchained Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Unchained Wizard cantrip of your choice.

When you reach Unchained Wizard levels 4 and 10, you learn another Unchained Wizard cantrip of your choice, as shown in the Cantrips column of the Unchained Wizard Features table.

Spellbook. Your Wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.

The book contains the level 1+ spells you know. It starts with six level 1 Unchained Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.

Whenever you gain an Unchained Wizard level after 1, add two Unchained Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Unchained Wizard Features table. The spells are the culmination of arcane research you do regularly.

If another Unchained Wizard feature adds spells to your Spellbook, those spells don't count against the number of spellsgain at that Unchained Wizard Level with this feature, but those spells otherwise count as Unchained Wizard spells for you.

Spell Slots. The Unchained Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.

The number of spells on your list increases as you gain Unchained Wizard levels, as shown in the Prepared Spells column of the Unchained Wizard Features table. Whenever that number increases, choose additional Unchained Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Unchained Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.

If another Unchained Wizard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Unchained Wizard spells for you.

Ritual Casting. You can cast an Unchained Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.

Spellcasting Ability. Intelligence is your spellcasting ability for your Unchained Wizard spells.

Spellcasting Focus. You can use an Arcane Focus or your Spellbook as a Spellcasting Focus for your Unchained Wizard spells.

Expanding and Replacing a Spellbook

The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover an Unchained Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.

Copying a Spell into the Book. When you find a level 1+ Unchained Wizard spell, you can copy it into your spellbook if it's of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.

Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the Unchained Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many Unchained Wizards keep a backup spellbook.

Unchained Wizard Subclass

At 1st Level, you gain an Unchained Wizard subclass of your choice. A subclass is a specialization that grants you features at certain Unchained Wizard levels. For the rest of your career, you gain each of your subclass's features that are of your Unchained Wizard level or lower.

Arcane Linguist

At 2nd Level, your studies have granted you fluency in more languages. You learn how to read, speak, write, and understand two additional languages of your choice.

You learn an additional Language in this way at Unchained Wizard Level 7 and Unchained Wizard Level 13.

Expertise

At 2nd Level, you gain Expertise in one of your skill proficiencies of your choice. Arcana is recommended if you have proficiency in it.

At Unchained Wizard level 9, you gain Expertise in one more of your skill proficiencies of your choice.

When you gain a Level in the Unchained Wizard Class, you can exchange your Expertise in one skill proficiency with Expertise in another of your skill proficiencies.

Arcane Scholar

At 3rd Level, and again at 10th Level, you gain proficiency in one of the following skills of your choice: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion.

Magic Box

At 3rd Level, you learn how to create a minature demiplane that can store small amounts of equipment with the following restrictions:

  • It can only contain an amount of weight up to your Intelligence Score times five pounds of weight.
  • It cannot contain any magic items; if you would attempt to place a Magic Item within this space, the item falls harmlessly to the ground at your feet.
  • It cannot contain your Spellbook (though it can contain copies you are not using); if you would attempt to place your Spellbook within this space, it falls harmlessly to the ground at your feet.
  • It cannot store living or deceased creatures.
  • It cannot store any object larger tham Small in size.

You can access this space as a Bonus Action, but only once per round. Stowing or drawing a weapon or spellcasting focus from this space is an Interact Action instead.

At Unchained Wizard Level 11, the following changes are made to your Magic Box:

  • It can now contain up to your Intelligence Modifier times ten pounds of weight.
  • It can now contain certain Magic Items; these are limited to Weapons, Armor, Spellcasting Foci, Wands, Clothing, and Rings. It cannot contain any Magic Item which is attuned to a creature however; the attunement must be broken before the item can be stored in the Magic Box.
  • It can now contain any object that is Large or smaller in size.

Ability Score Improvement

When you reach Unchained Wizard Level 4, and again at Unchained Wizard Levels 8, 12, and 16, you gain the Ability Score Improvement Feat as well as one other feat of your choice for which you qualify.

Arcane Recovery

At 6th Level, you can 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 equal to no more than half your Unchained Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you're a level 6 Unchained Wizard, you can recover up to three levels' worth of spell slots, regaining either one level 3 spell slot or three level 1 spell slots.

Once you use this feature, you can't do so again until you finish a Long Rest.

Memorize Spell

At 6th Level, whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Unchained Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book. The spell you choose cannot be level 6 or higher.

Spell Mastery

At 18th Level, you have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot.

Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.

Epic Boon

At 19th Level, you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.

Archwizard

At 20th Level, you become an Archwizard. Your Intelligence score increases by 4, to a maximum of 26.

Signature Spells

At 20th Level, choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 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. To cast either spell at a higher level, you must expend a spell slot.

Abjurer

Your study of magic is focused on spells that block, banish, or protect - ending harmful effects, banishing evil influences, and protecting the weak. Abjurers are sought when baleful spirits require exorcism, when locations must be guarded against magical spying, and when portals to other planes of existence must be closed. Adventuring parties value Abjurers for the protection they provide against a variety of hostile magic and other attacks.

Abjuration Scribe

At 1st level, the gold and time you must spend to copy an Abjuration Unchained Wizard spell into your Spellbook is halved.

Abjuration Savant

At 1st level, and again when you reach an Unchained Wizard level specified in the Abjurer Spells table, you add the listed spells to your Spellbook.

Unchained Wizard Level Spells
1st Absorb Elements (XGE), Shield (MCoC)
3rd Aid, Arcane Lock
5th Counterspell (MCoC), Gylph of Warding (SCoC)
7th Banishment, Mordenkainen's Private Sanctum
9th Antilife Shell, Planar Binding

Arcane Ward

At 1st level, you can weave magic around yourself for protection. When you cast an Abjuration spell with a spell slot, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a Long Rest. The ward has a Hit Point maximum equal to twice your Unchained Wizard level plus your Intelligence modifier. Whenever you take damage, the ward takes the damage instead, and if you have any Resistances or Vulnerabilities, apply them before reducing the ward's Hit Points. If the damage reduces the ward to 0 Hit Points, you take any remaining damage. While the ward has 0 Hit Points, it can't absorb damage, but its magic remains.

Whenever you cast an Abjuration spell with a spell slot, the ward regains a number of Hit Points equal to twice the level of the spell slot. Alternatively, as a Bonus Action, you can expend a spell slot, and the ward regains a number of Hit Points equal to twice the level of the spell slot expended.

Once you create the ward, you can't create it again until you finish a Long Rest.

Projected Ward

At 5th level, When a creature that you can see within 30 feet of yourself takes damage, you can take a Reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 Hit Points, the warded creature takes any remaining damage. If that creature has any Resistances or Vulnerabilities, apply them before reducing the ward's Hit Points.

Spell Breaker

At 10th level, You always have the Counterspell and Dispel Magic spells prepared. In addition, you can cast Dispel Magic as a Bonus Action, and you can add your Proficiency Bonus to its ability check.

When you cast either spell with a spell slot, that slot isn't expended if the spell fails to stop a spell.

Spell Resistance

At 15th level, you have Advantage on saving throws against spells, and you have Resistance to the damage of spells.

Bladesinger

Bladesingers master a tradition of Wizardry that incorporates swordplay and dance. In combat, a Bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the Bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a Bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

Bladesinging is strongly associated with the ancient elven societies that first mastered the art and coined the term. Even today, most Bladesingers still hail from old elven realms, such as Cormanthyr, or from non-elven societies that share land and history with elves, such as the Silver Marches. Wherever they hail from, Bladesingers are known for taking their talents all across the Realms in order to help common people and perform heroic deeds. Few communities greet the arrival of a Bladesinger as anything but a good omen.

Bladesinging Savant

At 1st level, and again when you reach an Unchained Wizard level specified in the Bladesinger Spells table, you add the listed spells to your Spellbook.

Unchained Wizard Level Spells
1st Armor of Agathys
3rd Magic Weapon
5th Thunder Step (XGE)
7th Freedom of Movement
9th Freedom of Winds (TDCSR)

Training in War and Song

At 3rd level, you gain Proficiency with Smith's Tools as well as all Melee Martial Weapons that don't have the Heavy, Special, or Two-handed Properties. You also gain the following benefits:


Combat Focus. While wielding a Melee Martial Weapon that doesn't have the Heavy, Special, or Two-handed Properties, you may use that Weapon as a Spellcasting Focus for your Unchained Wizard Spells.


Intelligent Craftsman. When you make an Ability Check to use Smith's Tools to craft a Melee Martial Weapon that doesn't have the Heavy, Special, or Two-handed Properties, you can use Intelligence instead of Strength.


Tactical Blows. Whenever you attack with a weapon with which you have proficiency, you can use your Intelligence modifier for the attack and damage rolls instead of using Strength or Dexterity.

Unarmored Defense

At 1st level,while you aren't wearing armor or wielding a Shield or a Weapon with the Heavy, Special, or Two-handed Properties, your base Armor Class equals 10 plus your Dexterity and Intelligence modifiers.


At Unchained Wizard level 10, you gain +1 AC while benefitting from this feature.

Bladesong

At 1st level, As a Bonus Action, you invoke an ancient magic called the Bladesong, provided you aren't wearing armor or wielding a Shield or a Weapon with the Heavy, Special, or Two-handed Properties.


The Bladesong lasts for 1 minute and ends early if you have the Incapacitated condition, if you don armor or a Shield, or if you use two hands to make an attack with a weapon. You can dismiss the Bladesong at any time (no action required). While the Bladesong is active, you gain the following benefits. You can invoke the Bladesong a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.


Agility. Your Speed increases by 10 feet and you gain a +1 Bonus to AC. Additionally, you have Advantage on Dexterity (Acrobatics) Skill Checks.


Bladework. When you attack a creature with a Melee Weapon that lacks the Heavy, Special, or Two-handed properties, it has Disadvantage on Opportunity Attacks against you until the start of your next Turn.


Focus. When you make a Constitution saving throw to maintain Concentration, you can add your Intelligence modifier to the result.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you know a Cantrip, you can replace one of these attacks with a use of that Cantrip.

Improved Bladesong

At 10th level, your Bladesong improves.


Agility. Your Speed increases by an additional 10 feet while your Bladesong is active.


Bladework. Creatures that you deal damage to with a Melee Weapon that lacks the Heavy, Special, or Two-handed Properties cannot make Opportunity Attacks against you until the start of your next Turn.


Focus. If fail a Constitution Saving Throw to maintain Concentration, you can re-roll that check once and must use the new result. You can only use this Feature once per instance of Bladesong.

Song of Defense

At 10th level, when you take damage while your Bladesong is active, you can take a Reaction to expend one spell slot and reduce the damage taken by an amount equal to 1d6 plus your intelligence modifier plus half of your Unchained Wizard Level (rounded down). You may only use this Feature once per instance of Bladesong.

Song of Victory

At 15th level, while your Bladesong is active, after you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.

Blood Magic

Considered taboo by many societies and magic practitioners, the use of blood magic—also known as hemocraft—is a rare art that harnesses the latent powers of a creature's vitality to fuel and amplify the caster's own capabilities, while manipulating and weakening the bodies of enemies from the inside. Some of the more macabre mages seeking to empower their arcane pursuits turn to hemocraft as a means of bolstering their spells, giving their own life's blood to reach new heights of frightening magical prowess.

Hemocraft Savant

At 1st level, and again when you reach an Unchained Wizard level specified in the Blood Magic Spells table, you add the listed spells to your Spellbook.

Unchained Wizard Level Spells
1st Command
3rd Crown of Madness
5th Fear
7th Compulsion (SCoC)
9th Dominate Person

Blood Channelling

At 1st level, you are able to use your own depleted life essence to channel your magical abilities. You can use your own body as an arcane focus for any Unchained Wizard spell except if the Spell has Material components that are consumed by the spell or that have a cost specified in the spell.

Magical Circulation

At 1st level, increase your hit point maximum by 1. At every Unchained Wizard level you gain beyond 3rd, increase your hit point maximum by 1.

Sanguine Burst

At 1st level, you learn how to weave your life force into a spell you cast, boosting its intensity at the cost of your vitality. Whenever you roll damage for an Unchained Wizard spell you've cast of 1st level or higher, you can choose to take necrotic damage equal to the spell's level to reroll a number of the damage dice up to your Intelligence modifier (minimum one) once. This damage can't be reduced in any way, and you must use the new results. Damage taken from a use of this feature cannot be reduced in any way.

Bond of Mutual Suffering

At 5th level, when a creature you can see hits you with an attack, you can use your reaction to bind your vitality to the attacker and force them to share your pain. The attacker takes damage equal to the damage you took.

This feature cannot be used against constructs or undead. You can use this feature a number of times equal to your Intelligence Modifier (minimum once), and regain all expended uses when you finish a Long Rest.

Glyph of Hemorrhaging

At 10th level, when you damage a creature with a spell, you can choose to curse that creature for 1 minute. While cursed in this way, whenever the creature is hit by an attack, it takes an extra 1d6 necrotic damage. At the end of each of the creature's turns, it can make a Constitution saving throw against your Unchained Wizard spell save DC, ending the curse on a success.

This feature cannot be used against creatures that are undead or constructs. Once you use this feature, you can't use it again until you finish a short or long rest.

Thicker Than Water

At 15th level, the blood that flows through your veins is empowered with arcane vigor that mends wounds and helps preserve your life. Whenever a spell or magical effect causes you to regain hit points, you regain an additional number of hit points equal to your Intelligence Modifier (Minimum 1).

In addition, while you are concentrating on a spell, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Chronurgy

Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.

Chronurgy Savant

At 1st level, and again when you reach an Unchained Wizard level specified in the Chronurgy Spells table, you add the listed spells to your Spellbook.

Unchained Wizard Level Spells
1st Gift of Alacrity (MCoC)
3rd Immovable Object (EGW)
5th Slow
7th Death Ward
9th Temporal Shunt (EGW)

Chronal Shift

At 1st level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

This feature can be used a number of times equal to your Intelligence Modifier (minimum once), and you regain all uses at the end of a Long Rest.

Temporal Awareness

At 1st level, you can add your Intelligence modifier to your initiative rolls.

Momentary Stasis

At 6th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your Unchained Wizard spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

This feature can be used a number of times equal to your Intelligence Modifier (minimum once), and you regain all uses at the end of a Long Rest.

Temporal Lock

At 5th level, you no longer age and cannot be aged by magic. Additionally, you add the Slow Spell to your spellbook for free.

Arcane Abeyance

At 10th level, when you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.

A creature holding the bead can take the Magic Action to release the spell within, whereupon the bead disappears. The spell uses your Unchained Wizard Spell Attack bonus and Unchained Wizard Spell Save DC, and the spell treats the creature who released it as the caster for all other purposes.

Once you create a bead with this feature, you can't do so again until you finish a short or long rest.

Convergent Future

At 15th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

You can use this feature once, and regain all uses when you finish a Long Rest unless you expend an 8th or 9th-level Spell Slot to use it again.

Additionally, upon reaching Unchained Unchained Wizard Level 17, you add the Time Stop Spell to your Spellbook.

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.

Conjuration Savant

At 1st level, and again when you reach an Unchained Wizard level specified in the Conjurer Spells table, you add the listed spells to your Spellbook.

Unchained Wizard Level Spells
1st Unseen Servant (MCoC)
3rd Misty Step
5th Conjure Animals
7th Comjure Minor Elementals
9th Teleportation Circle

Conjuration Scribe

At 1st level, the gold and time you must spend to copy a Conjuration Unchained Wizard spell into your Spellbook is halved.

Minor Conjuration

At 1st level, you can take the Magic Action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears when you use this feature again or if it takes any damage. You cannot use this object to deal damage; if you try to do so, the object disappears before it can.

Benign Transposition

At 5th level, you can cast Misty Step without expending a Spell slot. You can do so a number of times equal to your Intelligence modifier (minimum once) and regain all expended uses when you finish a Long Rest.

Additionally, you can choose one willing creature when you cast Misty Step with this feature. If you do, the two of you swap places.

Durable Summons

At 5th Level, when you cast a Conjuration Unchained Wizard Spell to summon or create another creature using a spell slot, that creature gains temporary hit points equal to twice your Unchained Wizard Level when it first appears.

Defensive Transposition

At 10th level, when you take damage, you can cast Misty Step as a Reaction instead of a Bonus Action, but must expend a Spell Slot to do so when cast in this way.

Additionally, when you cast Misty Step as an Unchained Wizard Spell using your Benign Transposition Feature, its range increases to 60 feet.

Focused Conjuration

At 10th Level, taking damage cannot break your Concentration on Conjuration Unchained Wizard Spells.

Greater Transposition

At 15th level, if you use Teleportation Circle to travel to a destination whose sigil sequence you know rather than drawing a new one, you treat the Casting Time of the spell as l Action, and any creatures of your choice in a 10-foot Emanation around you are considered targets for the spell, being transported with you to the destination you chose.

When you cast Teleporation Circle to travel to a destination whose sigil sequence you know, you ignore its Material Components, meaning that you only require the material components when creating a new Teleportation Circle.

Diviner

The counsel of a Diviner is sought by those who want a clearer understanding of the past, present, and future. As a Diviner, you strive to part the veils of space, time, and consciousness. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

Divination Savant

At 1st level, and again when you reach an Unchained Wizard level specified in the Diviner Spells table, you add the listed spells to your Spellbook.

Unchained Wizard Level Spells
1st Detect Magic
3rd Fortune's Favor (EGW)
5th Clairvoyance
7th Divination
9th Scrying

Divination Scribe

At 1st level, the gold and time you must spend to copy a Divination Unchained Wizard spell into your Spellbook is halved.

Portent

At 1st level, glimpses of the future begin to press on your awareness. Whenever you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any D20 Test made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

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

Expert Divination

At 5th level, Casting Divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination spell using a level 2+ spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you expended and can't be higher than level 5. You can regain a Spell Slot in this way a number of times equal to your Intelligence modifier (minimum once) and regain all expended uses when you finish a Long Rest.

The Third Eye

At 10th level, You can increase your powers of perception. As a Bonus Action, choose one of the following benefits, which lasts until you start a Short or Long Rest. You can't use this feature again until you finish a Short or Long Rest.

Darkvision. You gain Darkvision with a range of 120 feet.

Greater Comprehension. You can read any language.

See Invisibility. You can cast See Invisibility without expending a spell slot.

Greater Portent

At 15th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. Roll three d20s for your Portent feature rather than two.

Seer of All Futures

At 15th level, the materials for casting Divination are not consumed if you cast it as a Ritual and it is cast as an Unchained Wizard Spell.

Additionally, you can cast Divination as a Ritual and an Unchained Wizard Spell a number of times equal to your Intelligence Modifier (minimum once) before there is a cumulative chance of receiving no answer.

Enchanter

As an Enchanter, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

Enchantment Savant

At 1st level, and again when you reach an Unchained Wizard level specified in the Enchanter Spells table, you add the listed spells to your Spellbook.

Unchained Wizard Level Spells
1st Charm Person
3rd Suggestion (SCoC)
5th Antagonize (BMT)
7th Charm Monster
9th Modify Memory

Enchantment Scribe

At 1st level, the gold and time you must spend to copy an Enchantment Unchained Wizard spell into your Spellbook is halved.

Hypnotic Gaze

At 1st level, as a Magic Action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your Unchained Wizard spell save DC or be Charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is Incapacitated and visibly dazed.

On subsequent turns, you can use a Magic Action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

Social Intelligence

At 1st Level, whenever you make a Charisma Check, you gain a bonus to the check equal to your Intelligence Modifier (minimum of +1).

Additionally, you gain proficiency in one of these skills of your choice: Deception, Intimidation, or Persuasion. If you already have Proficiency in all three of these skills, choose one other Skill to gain Proficiency in instead.

Defensive Charm

At 5th level, when a creature within 30 feet of you that you can see hits you with an attack roll, you can take a Reaction to reduce the damage you take by 1d6 plus your Intelligence modifier plus half of your Unchained Wizard Level (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to half your Unchained Wizard level and has disadvantage on the next attack roll it makes. On a successful save, the creature takes half damage and does not hae disadvantage. If you reduce the damage to 0 with the reaction, you add 3d6 to the damage you deal with this feature.

Once you use this Reaction, you can't do so again until you finish a Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).

Split Enchantment

At 10th level, when you cast an Enchantment spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, increase the spell's effective level by 1.

Alter Memories

At 15th level, you can cast Modify Memory without expending a Spell Slot. Once you do so, you may not do so again until you finish a Long Rest.

When you cast Modify Memory without expending a Spell Slot, the target has Disadvantage on its Wisdom Saving Throw.

Bolstering Belief

At 15th level, you add Power Word Fortify to your Spellbook if it is not already there, and you always have Power Word Fortify prepared. With this feature, you can cast the spell without expending a spell slot, and each target of the spell has Advantage on saving throws to avoid or end the Charmed and Frightened conditions while it has Temporary Hit Points granted by this spell.

Once you cast Power Word Fortify with this feature, you can't do so again until you finish a Long Rest. You can also restore your use of it by expending a level 7+ spell slot (no action required).

Evoker

Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.

Evocation Savant

At 1st level, and again when you reach an Unchained Wizard level specified in the Evoker Spells table, you add the listed spells to your Spellbook.

Unchained Wizard Level Spells
1st Magic Missile
3rd Freezing Ray (MCoC)
5th Fireball
7th Storm Sphere (XGE)
9th Cone of Acid (MCoC)


Additionally, when you scribe a new Spell into your Spellbook due to gaining an Unchained Wizard Level, you can treat all Evocation Spells on the Unchained Sorcerer Spell List as Unchained Wizard Spells as long as they are of a spell level you have slots for. You cannot scribe Evocation Sorcerer Spells of level 6+ into your Spellbook.

Evocation Scribe

At 1st level, the gold and time you must spend to copy an Evocation Unchained Wizard spell into your Spellbook is halved.

Potent Cantrip

At 1st level, your damaging cantrips affect even creatures that avoid the brunt of the effect. 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.

Additionally, your Cantrips add your Intelligence Modifier to the damage they deal once.

Sculpt Spells

At 5th level, 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 1 plus your Intelligence Modifier (minimum one creature). 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.

Empowered Evocation

At 10th level, Whenever you cast an Unchained Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.

Master Evoker

At 15th level, you can choose one level 6 and one level 7 Evocation Spell from the Unchained Sorcerer Spell list and add them to your Spellbook.

At 17th level, you add one level 8 Evocation Spell from the Unchained Sorcerer Spell List to your Spellbook.

Overchannel

At 15th level, You can increase the power of your spells. When you cast an Unchained Wizard spell with a spell slot of levels 1–5 that deals damage, 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 immediately after you cast it. This damage ignores Resistance and Immunity.

Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.

Graviturge

Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.

Graviturgy Savant

At 1st level, and again when you reach an Unchained Wizard level specified in the Graviturge Spells table, you add the listed spells to your Spellbook.

Unchained Wizard Level Spells
1st Magnify Gravity (EGW)
3rd Hold Person
5th Pulse Wave (EGW)
7th Gravity Sinkhole (EGW)
9th Hold Monster

Adjust Density

At 1st level, as a bonus action, you can magically alter the weight of a number of objects or creatures you can see within 30 feet of you equal to your Intelligence Modifier (minimum one creature). The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

Upon reaching 5th level in this class, you can target an object or a creature that is Huge or smaller. Upon reaching 10th level in this class, you can target an object or creature that is gargantuan or smaller. Upon reaching 15th level in this class, this feature lasts for 1 minute and no longer requires concentration, but you can only target a single creature with this feature at a time, and if you target a second creature the effects end on the first.

Center of Mass

At 1st level, you have advantage on saving throws against spells or other effects that would forcibly move you.

At 10th level, you cannot be moved against your will.

Crushing Weight

At 5th level, when a creature fails a saving throw against a spell you cast, you choose to deal additional force damage equal to that creature half of your Unchained Wizard level. If a spell would affect multiple creatures and more than one creature would fail its saving throw, you choose one of those creature to apply the extra damage to.

You can use this feature a number of times equal to your Intelligence Modifier (minimum once), and regain all expended uses when you finish a long rest.

Gravity Well

At 5th level, you've learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.

Violent Attraction

At 10th level, when another creature that you can see within 30 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 2d6 damage of the weapon's type.

Alternatively, if a creature within 30 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 4d6.

You can use this feature a number of times equal to your Intelligence Modifier (minimum once), and regain all expended uses when you finish a long rest.

At 15th level, the distance of this feature increases to 60 feet.

Event Horizon

At 15th Level, as an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 6d6 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and its speed is reduced by half until the start of its next turn.

Once you use this feature, you can't do so again until you finish a long rest or until you expend a level 3+ spell slot to restore a use of this feature (no action required).

Illusionist

You specialize in magic that dazzles the senses and tricks the mind, and the illusions you craft make the impossible seem real.

Illusion Savant

At 1st level, and again when you reach an Unchained Wizard level specified in the Illusionist Spells table, you add the listed spells to your Spellbook.

Unchained Wizard Level Spells
1st Silent Image
3rd Mirror Image
5th Major Image
7th Hallucinatory Terrain
9th Seeming

Illusion Scribe

At 1st level, the gold and time you must spend to copy an Illusion Unchained Wizard spell into your Spellbook is halved.

Improved Illusions

At 1st level, You can cast Illusion spells without providing Verbal components, and if an Illusion spell you cast has a range of 10+ feet, the range increases by 60 feet.

You also learn the Minor Illusion cantrip. If you already know it, you learn a different Unchained Wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. You can create both a sound and an image with a single casting of Minor Illusion, and you can cast it as a Bonus Action.

Phantasmal Deception

At 5th level, you can cast Major Image without casting a spell slot. You can do so a number of times equal to your Intelligence modifier (minimum once) and regain all expended uses when you finish a Long Rest.

Additionally, when you cast Major Image in this way, creatures have disadvantage on Intelligence (Investigation) checks to discern the illusion for what it is.

Illusory Self

At 10th level, When a creature hits you with an attack roll, you can take a Reaction to interpose an illusory duplicate of yourself between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).

Illusory Reality

At 15th level, You have learned to weave shadow magic into your illusions to give them a semi-reality. When you cast an Illusion spell with a spell slot, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a Bonus Action while the spell is ongoing. The object remains real for 1 minute, during which it can't deal damage or give any conditions. For example, you can create an illusion of a bridge over a chasm and then make it real and cross it.

Phantasmal Mastery

At 15th level, your Phantasmal Deception feature always applies to the Minor Illusion Cantrip and Level 1 spell Silent Image when you cast them as Unchained Wizard Spells.

Additionally, Illusion spells no longer require Verbal or Somatic components when you cast them as Unchained Wizard Spells.

Lore Mastery

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

Lore Savant

At 1st level, and again when you reach an Unchained Wizard level specified in the Lore Mastery Spells table, you add the listed spells to your Spellbook.

Unchained Wizard Level Spells
1st Identify
3rd Borrowed Knowledge (SCC)
5th Tongues
7th Locate Creature
9th Legend Lore

Lore Master

At 1st level, you become a compendium of knowledge on a vast array of topics. Your gain proficiency with two of the following skills: Arcana, History, Nature, or Religion. If you already have proficiency with all of these skills, choose two other skills to become proficient with.

In addition, choose two Skills with which you are Proficient from the list above. You gain Expertise with those Skills.

Alchemical Casting

At 1st level, when you cast an Unchained Wizard spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice.

You may use this feature a number of times equal to your Intelligence Modifier (minimum once), and regain all expended uses when you finish a Long Rest.

Spell Secrets

At 5th level, and every Unchained Wizard Level thereafter, when you add spells to your Spellbook due to gaining an Unchained Wizard level, you can replace one of the spells you add from that level with a spell from the Bard, Cleric, or Druid Spell Lists. Any spells you add to your Spellbook with this feature count as Unchained Wizard spells for you.

Prodigious Memory

At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can't use this feature again until you finish a long rest.

Master of Magic

At 15th level, your knowledge of magic allows you to duplicate almost any spell. You learn one spell of your choice from any class's spell list and any school of magic. If the spell isn't an Unchained Wizard spell, it counts as an Unchained Wizard spell when you cast it.

Necromancer

Necromancers explore the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

Necromancy Savant

At 1st level, and again when you reach an Unchained Wizard level specified in the Necromancer Spells table, you add the listed spells to your Spellbook.

Unchained Wizard Level Spells
1st Ray of Sickness
3rd Ray of Enfeeblement
5th Summon Undead
7th Spirit of Death (BMT)
9th Danse Macabre (XGE)

Necromancy Scribe

At 1st level, the gold and time you must spend to copy an Necromancy Unchained Wizard spell into your Spellbook is halved.

Necronomic Spellbook

At 1st level, you gain the following benefits while holding your Spellbook.

Necrotic Resistance. You have Resistance to Necrotic Damage.

Grim Harvest. When you cast a Necromancy spell as an Unchained Wizard Spell using a spell slot, choose yourself or a creature you can see within 30 feet of yourself to gain a number of Temporary Hit Points equal to the level of the spell slot plus your Intelligence modifier (minimum 1 Temporary Hit Point).

Undead Thralls

At 5th level, you can cast Summon Undead as an Unchained Wizard Spell without expending a Spell Slot. You may do so once, and you must finish a Long Rest to cast Summon Undead with this Feature again.

When you cast Summon Undead with this Feature, you can regain Hit Points equal to half of the summoned creature's total Hit Points (round up), but doing so halves the creature's Hit Points (round down).

Grave Power

At 10th level, you have discovered more necromantic insights and inscribed them into your spellbook. While holding your spellbook, you gain the following benefits.

Grave Resilience. When you use Arcane Recovery, your Exhaustion level, if any, decreases by 1.

Overwhelming Necrosis. Damage from your Unchained Wizard spells and Unchained Wizard features ignores Resistance to Necrotic damage.

Undead Secrets

At 10th level, when you finish a Long Rest, you can expend a level 4+ spell slot to protect yourself from death. Until you finish a Long Rest, the next time you would drop to 0 Hit Points, your Hit Points instead change to a number equal to ten times the spell slot expended.

In addition, immediately after you take damage and are Bloodied after taking that damage but not killed outright, you can take a Reaction and teleport to an unoccupied space up to 60 feet from yourself, and each creature of your choice within 10 feet of the space you left takes 2d10 Necrotic damage.

Death's Master

At 15th level, while holding your spellbook, you gain the following benefits.

Bolster Undead. As a Bonus Action, choose any number of Undead you have created or summoned with a Necromancy Unchained Wizard spell that are within 60 feet of yourself. Those Undead each gain Temporary Hit Points equal to your Unchained Wizard level. Once an Undead gains Temporary Hit Points from this feature, it can't gain them in this way again for the next 24 hours.

Harvest Power. When you use Grim Harvest, the creature that gains Temporary Hit Points gains one of the following benefits of your choice, which lasts until the end of the target's next turn:

  • The target has Advantage on attack rolls.
  • The target has Advantage on the next saving throw it makes.

Onomancer

Practitioners of magic well know the power of names, but Unchained Wizards who follow the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into language itself, searching for threads of magical significance that weave through names. Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it. That distinction creates power that onomancers seek to tap. By speaking a target's true name, the Unchained Wizard's spells slip between the cracks of the target's defenses, conforming to its essential nature through the power of its name. To protect themselves, Unchained Wizards who follow this tradition often hide their true names, typically by adopting monikers and pseudonyms.

True Names

Onomancy, or naming magic, is a method of spellcasting that uses a creature's true name to enhance a spell's effects. A true name is the name by which a self-aware creature identifies itself. This name might be the name a person was given at birth, or one a person chose or earned later in life. Whatever a name's origin, the simplest way for you to know your true name is to think truthfully about yourself and then think, "My name is..." Your true name is how you finish that sentence.

You can try to hide your true name by using a pseudonym, but you must be wary not to inhabit that false name too deeply. If a false name comes to be the best expression of who you are, it becomes your true name. Changing one's true name is never a quick choice; it's something that happens over time as a name becomes the creature's truth.

As a quick guide, a creature has a true name if it understands at least one language or it has an alignment.

Onomancy Savant

At 1st level, and again when you reach an Unchained Wizard level specified in the Onomancer Spells table, you add the listed spells to your Spellbook.

Unchained Wizard Level Spells
1st Bane
3rd Magic Mouth
5th Speak with Dead
7th Banishment
9th Planar Binding

Linguistic Expert

At 1st level, you learn one additional language of your choice and gain Proficiency and Expertise with calligrapher's supplies.

Extract Name

At 1st level, you can magically compel a creature to divulge its true name. As a bonus action, you target one creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your Unchained Wizard spell save DC. On a successful save, you discern that this magic failed, and you can't use this feature on the target again for 48 hours. On a failed save, the target is charmed by you until the end of your next turn, and you mentally learn the charmed target's name or the fact that the target lacks a name.

You can use this feature a number of times equal to your Intelligence Modifier (minimum once), and you regain all expended uses of it when you finish a long rest.

Fateful Naming

At 1st level, you can bend magic to assist or hinder creatures through the power of their true names, and even use those names as an anchor to affect others around them. You can cast Bane without expending a spell slot if you speak the true name of one target of the spell as part of casting it.

You can cast Bane in this way a number of times equal to your Intelligence Modifier (minimum once), and you regain all expended uses when you finish a long rest.

Resonant Utterance

At 5th level, You learn words of power called Resonants, which allow you to tailor your spells through the use of a target's true name.

Resonants Known. When you gain this feature, you learn two Resonants of your choice, which are detailed in the list below. Each time you gain a level in this class, you can replace one resonant you know with a different one.

Using a Resonant. You can use one Resonant when you cast an Unchained Wizard spell with a spell slot and speak the true name of one creature targeted by the spell. Speaking the name is part of the verbal component the spell. You can use Resonants a number of times equal to 1 + your Intelligence Modifier (minimum twice), and you regain all expended uses when you finish a long rest.

Resonant Options

Absorption. When you cast a spell that deals damage to the named target, you gain 2d6 temporary hit points. The number of temporary hit points you gain increases to 3d6 when you reach 10th level and 4d6 when you reach 15th level in the Unchained Wizard class. These temporary hit points do not stack with other sources of temporary hit points or themselves, and replace any existing temporary hit points.

Devastation. If the spell requires the named creature to make a saving throw, that creature has disadvantage on the first save it makes against the spell.

Dissolution. The first time the named creature takes damage from the spell, that creature takes an extra 1d6 psychic damage. The extra psychic damage increases to 2d6 when you reach 10th level and 3d6 when you reach 15th level in the Unchained Wizard class.

Nullification. If the named target is affected by any other spells, you know what those spells are, and you can attempt to end one of your choice by succeeding on an Arcana Skill check with a DC equal to 12 + the level of the chosen spell.

Puppetry. The first time the named creature takes damage from the spell, you can knock the creature prone or move it up to 10 feet horizontally. A creature may only be affected by this resonant once per round.

Sympathy. If the named creature is within range of the spell, you can target the creature with the spell even if you can't see the creature or it has total cover against the spell. If the spell has a saving throw, the target has advantage on that saving throw if it is in total cover.

Inexorable Pronouncement

At 10th level, you learn two new Resonants of your choice from your Resonant Utterance feature.

Additionally, when you cast the Magic Mouth spell, only creatures who you choose can comprehend its message. If a creature you did not give the true name of tries to discern the message, it must make an Intelligence saving throw against your Unchained Wizard Spell Save DC. It takes 6d6 Psychic Damage and is Stunned on a failed save or half as much and is not Stunned on a successful one.

Relentless Naming

At 15th level, you have learned how to bypass a named creature's defenses against certain types of damage. When you cast a spell that deals damage to a creature whose true name you speak as part of casting the spell, you can cause the spell to deal force damage to the creature, instead of the spell's normal damage type.

You may use this feature a number of times equal to your Intelligence Modifier (minimum once), and regain all expended uses when you finish a Long Rest.

Scribes

Magic of the book - that's what many folk call Wizardry. The name is apt, given how much time Unchained Wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see Unchained Wizards traveling without books and scrolls sprouting from their bags, and an Unchained Wizard would go to great lengths to plumb an archive of ancient knowledge. Among Unchained Wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that Wizardry can flourish. And while all Unchained Wizards value spellbooks, an Unchained Wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All Unchained Wizards study books, but an Unchained Wizardly scribe talks to theirs!

Scribing Savant

At 1st level, and again when you reach an Unchained Wizard level specified in the Scribes Spells table, you add the listed spells to your Spellbook.

Unchained Wizard Level Spells
1st Illusory Script
3rd Skywrite (XGE)
5th Magic Circle
7th Mordenkainen's Private Sanctum
9th Circle of Power

Unchained Wizardly Quill

At 1st level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

  • The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
  • The cost and time of transcribing all Unchained Wizard spells into your Spellbook is halved for you if the transcription is done with the quill.
  • You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.
  • When you scribe a spell scroll, you can create a second scroll of the same spell so long as it is an Unchained Wizard Spell. You can use this Feature once per Long Rest.

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

Awakened Spellbook

At 1st level, using specially prepared inks and ancient incantations passed down by your Unchained Wizardly order, you have awakened an arcane sentience within your spellbook.

While you are using the book as a Spellcasting Focus, it grants you the following benefits:

  • When you cast an Unchained Wizard spell that does not deal damage and targets an additional creature when cast at a higher level, you cast it at one level higher.
  • When you cast an Unchained Wizard spell that deals damage of a type other than force, necrotic, psychic, or radiant damage, you gain resistance to that damage type until the start of your next turn.
  • When you cast an Unchained Wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. You can use this feature a number of times equal to your Intelligence Modifier (minimum once), and regain all expended uses when you finish a long rest.


If necessary, you can replace the book over the course of a short rest by using your Unchained Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

Manifest Mind

At 5th level, you can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).

Whenever you cast an Unchained Wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.

The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.

Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.

Mind Scrivener

Starting at 10th level, whenever you finish a long rest, you can create one magic scroll by touching your Unchained Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.

The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. A creature holding the scroll can cast the spell from the scroll using your Spell Save DC and Spell Attack Bonus by reading it as an action, and the spell vanishes from the scroll when the spell is cast from the scroll or when you finish your next long rest.

You are also adept at crafting spell scrolls. The gold and time you must spend to make such a scroll are halved if you use your Unchained Wizardly Quill.

One With the Word

At 15th level, your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Arcana checks, as the spellbook helps you remember magical lore.

Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.

Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook.

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

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. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.

Transmutation Savant

At 1st level, and again when you reach an Unchained Wizard level specified in the Transmuter Spells table, you add the listed spells to your Spellbook.

Unchained Wizard Level Spells
1st Jump
3rd Alter Self
5th Gaseous Form
7th Polymorph
9th Transmute Rock (XGE)

Transmutation Scribe

At 1st level, the gold and time you must spend to copy an Transmutation Unchained Wizard spell into your Spellbook is halved.

Transmuted Magic

At 1st Level, you learn how to enhance alterations made to certain aspects of your spells.

Bear's Bulk. If an Unchained Wizard Spell you cast grants temporary hit points to the target, they gain additional temporary hit points equal to your Intelligence Modifier (minimum +1).

Hare's Legs. If an Unchained Wizard Spell you cast increases jumping height and distance, the creature affected by the spell takes no falling damage while under the effects of the spell.

Horse's Speed. If an Unchained Wizard Spell you cast increases movement speed, the amount of movement speed the target creature gains is increased by 10 feet.

Snake's Deception. If an Unchained Wizard Spell you cast would inflict the Charmed condition on the target, and the target would have advantage on the save against the Charmed condition from any source, it no longer has that Advantage.

Mutable Form

At 5th level, you can cast Alter Self without expending a Spell Slot if you use the Change Appearance option and when you do so, it lasts until you choose to end it or its effects are dispelled. If you use the Aquatic Adaptation or Natural Weapons options, you must spend a Spell Slot as normal.

Additionally, when you use the Natural Weapons option of Alter Self by spending a Spell Slot, your Natural Weapons deal 1d8 damage instead of 1d6.

Transmuter's Stone

At 5th level, you can create a special trinket called a transmuter's stone at the end of a Long Rest. A creature in possession of the stone on their person gains a benefit of your choice from the following options:

  • Darkvision out to a range of 60 feet, as described in Appendix C of the 2024 Player's Handbook.
  • 10 feet of additional speed.
  • A bonus to Constitution Saving Throws equal to your Intelligence Modifier (minimum 1).
  • Resistance to one Damage Type other than Bludgeoning, Piercing, Slashing, Force, Psychic, Radiant, or Necrotic (your choice when you choose this option).


Each time you cast level 1 or higher Unchained Wizard spell from the Transmuation school, you can change the effect of your stone if the stone is on your person.

If you create a new transmuter's stone, the previous one ceases to function.

Shapechanger

At 10th level, you can cast Polymorph without expending a Spell Slot if you target yourself. When you cast Polymorph without a Spell Slot, you cannot do so again until you finish a Long Rest.

You can still cast Polymorph normally by expending a Spell Slot.

Additionally, when you cast Polymorph, you can transform the target into either a Beast or Monstrosity, though the other rules of Polymorph still apply. If you choose Monstrosity, the maximum Challenge Rating of the Monstrosity must be half of the target's Challenge Rating (or Level if it doesn't have a Challenge Rating), rounded up.

Master Transmuter

At 15th level, you gain the following benefits:

  • You stop aging naturally, and magic cannot age you.
  • If you are under the effects of Alter Self, they cannot be dispelled except by you.
  • When you cast Alter Self on yourself as an Unchained Wizard Spell, it does not expend a spell slot.
  • When you cast Polymorph on yourself using your Shapechanger feature, you can become any type of creature, though the other limitations of Polymorph and the Shapechanger feature still apply.
  • You have Advantage on Saving Throws against any Spell from the Transmutation School or any magical Effect that would transform you into a different creature.
  • You can use a Bonus Action while holding your Transmuter's Stone to change its effect.
  • You can use a Bonus Action while holding your Transmuter's Stone to convert one of your Spell Slots into Temporary Hit Points. The number of Temporary Hit Points you gain is equal to two times the Spell's Level. You must finish a Long Rest to give yourself Temporary Hit Points in this way again, and the Temporary Hit Points vanish if they are reduced to 0 or you have any remaining when you start a Short or Long Rest.

Warmage

A variety of arcane colleges specialize in training Unchained Wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for Unchained Wizards to bolster their own defenses.

War Magic Savant

At 1st level, and again when you reach an Unchained Wizard level specified in the Warmage Spells table, you add the listed spells to your Spellbook.

Unchained Wizard Level Spells
1st Shield (MCoC)
3rd Aid
5th Counterspell (MCoC)
7th Elemental Bane (XGE)
9th Wall of Force (MCoC)

Arcane Deflection

At 1st level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can't cast spells other than cantrips until the end of your next turn.

Additionally, the Shield (MCoC) Spell cast as an Unchained Wizard Spell by you can be cast with the following changes.

  • Its Casting Time now reads "1 Reaction, which you take when you or another creature within range is hit by an attack roll or targeted by the Magic Missile spell".
  • Its Range is now 15 feet.


You can cast Shield in this way a number of times equal to your Intelligence Modifier (minimum once) and regain all uses when you finish a Long Rest.

Tactical Wit

At 3rd level, your keen ability to assess tactical situations allows you to act quickly in battle. You gain a bonus to your initiative rolls equal to your Intelligence modifier.

Power Surge

At 5th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.

You can store a maximum number of power surges equal to your Intelligence Modifier (minimum 1). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per Round when you deal damage to a creature or object with an Unchained Wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals 3d6 plus your Intelligence Modifier.

Durable Magic

At 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +1 bonus to AC and a +2 bonus to all saving throws.

Deflecting Shroud

At 15th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your Unchained Wizard level.

Appendix A: Unchained Wizard Spell List


Note: These Spells are found in the 2024 Player's Handbook or other documents, denoted by shorthand in parenthesis which have their full names listed earlier in this document.

Cantrips (Level 0 Unchained Wizard Spells)

Acid Splash
Blade Ward (MCoC)
Chill Touch
Control Flames (XGE)
Create Bonfire (XGE)
Dancing Lights
Elementalism
Encode Thoughts (GGR)
Fire Bolt
Frostbite
Gust (XGE)
Light
Lightning Lure (TCE)
Mage Hand
Magic Stone (XGE)
Mending
Message
Mind Sliver
Minor Illusion
Mold Earth (XGE)
Poison Spray
Prestidigitation
Resistance
Sapping Sting (EGW)
Shape Water (XGE)
Shocking Grasp
Starry Wisp
Telekinetic Fling (XUA25PU)
Thunderclap
Toll the Dead

Level 1 Unchained Wizard Spells

Absorb Elements (XGE)
Alarm
Burning Hands
Cause Fear (XGE)
Color Spray
Comprehend Languages
Create or Destroy Water
Detect Magic
Disguise Self
Expiditious Retreat
Faerie Fire
False Life
Feather Fall
Fire Knife (MCoC)
Find Familiar (MCoC)
Fog Cloud
Gift of Alacrity (MCoC)
Grease
Hellish Rebuke
Identify
Illusory Script
Jump
Lightning Knife (MCoC)
Longstrider
Mage Armor
Magnify Gravity (EGW)
Protection from Evil and Good
Purify Food and Drink
Shield (MCoC)
Shocking Rebuke (MCoC)
Shower of Sparks (MCoC)
Silent Image
Silvery Barbs (SCoC)
Sleep
Spellfire Flare (FRHoF)
Tasha's Hideous Laughter
Tenser's Floating Disk
Unseen Servant (MCoC)
Wardaway (FRHoF)

Level 2 Unchained Wizard Spells

Aganazzar's Scorcher (XGE)
Air Bubble (AGG)
Arcane Lock
Arcane Vigor
Augury
Blindness/Deafness
Blur
Borrowed Knowledge (SCC)
Continual Flame
Crown of Madness
Darkness
Darkvision
Deryan's Helpful Homunculi (FRHoF)
Detect Thoughts
Earthbind (XGE)
Ego Whip (XUA25PU)
Elminster's Elusion (FRHoF)
Enhance Ability
Enlarge/Reduce
Find Traps
Fortune's Favor (EGW)
Gentle Repose
Gust of Wind
Hold Person
Immovable Object (EGW)
Invisibility
Knock
Levitate
Locate Object
Magic Mouth
Magic Weapon
Mirror Image
Misty Step
Nathair's Mischeif (FTD)
Nystul's Magic Aura
Pyrotechnics (XGE)
Ray of Enfeeblement
Rope Trick
Scorching Ray
See Invisibility
Shadowy Surge (SCoC)
Skywrite (XGE)
Sparking Blade (MCoC)
Sparking Ray (MCoC)
Spider Climb
Vortex Warp (SCC)
Warp Sense (SatO)
Wristpocket (EGW)

Level 3 Unchained Wizard Spells

Animate Dead
Blink
Catnap (XGE)
Clairvoyance
Counterspell (MCoC)
Dispel Magic
Enemies Abound (XUA25P)
Fear
Feign Death
Fireball (MCoC)
Fly
Gaseous Form
Haste
Hypnotic Pattern
Intellect Fortress (XUA25PU)
Laeral's Silver Lance (FRHoF)
Leomund's Tiny Hut
Lightning Sphere (MCoC)
Magic Circle
Major Image
Nondetection
Protection from Energy
Pulse Wave (EGW)
Remove Curse
Sending
Slow
Speak with Dead
Stinking Cloud
Summon Astral Entity (XUA25PU)
Summon Fey
Summon Shadowspawn
Summon Undead
Tiny Servant (XGE)
Tongues
Wall of Sand (XGE)
Wall of Water (XGE)
Water Breathing

Level 4 Unchained Wizard Spells

Arcane Eye
Backlash (FRHoF)
Banishment
Compulsion
Confusion
Divination
Fabricate
Fire Shield
Freedom of Movement
Gate Seal (SatO)
Greater Invisibility
Hallucinatory Terrain
Leomund's Secret Chest
Locate Creature
Mordenkainen's Private Sanctum
Otiluke's Resislient Sphere
Polymorph
Spellfire Storm (FRHof)
Spirit of Death (BMT)
Stone Shape
Stoneskin
Storm Shield (MCoC)
Summon Aberration
Summon Construct
Summon Elemental
Watery Sphere (XGE)

Level 5 Unchained Wizard Spells

Antilife Shell
Circle of Power
Cone of Flames (MCoC)
Cone of Sparks (MCoC)
Create Spelljamming Helm (AAG)
Creation
Danse Macabre (XGE)
Dream
Far Step (XGE)
Gravity Sinkhole (EGW)
Hold Monster
Legend Lore
Mislead
Modify Memory
Passwall
Planar Binding
Rary's Telepathic Bond
Scrying
Seeming
Skill Empowerment (XGE)
Songal's Elemental Suffusion (FRHoF)
Summon Dragon
Synaptic Static
Telekinesis
Teleportation Circle
Temporal Shunt (XGE)
Wall of Fire
Wall of Force (MCoC)
Wall of Stone

Level 6 Unchained Wizard Spells

Arcane Gate
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintigrate
Drawmij's Instant Summons
Elminster's Effulgent Spheres (FRHoF)
Eyebite
Find the Path
Fizban's Platinum Shield (FTD)
Flesh to Stone
Globe of Invulnurability
Gravity Fissure (EGW)
Guards and Wards
Magic Jar
Move Earth
Otto's Irresistable Dance
Planar Ally
Primordial Ward (XGE)
Programmed Illusion
Scatter (XGE)
Soul Cage (XGE)
Summon Fiend
Tasha's Bubbling Cauldron
Tasha's Otherworldly Guise (TCE)
True Seeing

Level 7 Unchained Wizard Spells

Delayed Blast Fireball
Delayed Blast Lightning Sphere (MCoC)
Dream of the Blue Veil (TCE)
Forcecage (MCoC)
Mirage A Rcane
Mordenkainen's Magnificent Mansion
Plane Shift
Power Word Pain (XGE)
Project Image
Reverse Gravity
Sequester
Simulacrum
Tether Essence (EGW)

Level 8 Unchained Wizard Spells

Antimagic Field
Antipathy/Sympathy
Clone
Control Weather
Dark Star (EGW)
Demiplane
Holy Star of Mystra (FRHoF)
Incendiary Cloud
Maze
Mighty Fortress (XGE)
Mind Blank
Power Word Stun
Reality Break (EGW)
Static Cloud (MCoC)
Telepathy

Level 9 Unchained Wizard Spells

Astral Projection
Blade of Disaster (FRHoF)
Foresight
Gate
Imprisonment
Invulnurability (XGE)
Mass Polymorph
Power Word Kill
Psychic Scream (XUA25PU)
Ravenous Void (EGW)
Shapechange
Storm of Vengeance
Time Ravage (EGW)
Time Stop
True Polymorph
Weird
Wish

Credits

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Changes: Me, SmugCoffeeMan

Fan Content Policy

This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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Changelog

1.0

  • Created the document.

1.1

  • Updated Source List
  • Updated instances of XUA25P to XUA25PU
  • Added Ego Whip (XUA25PU) to the Spell List.

1.2

  • Updated Bladesinger to better reflect the final version printed in FRHoF.
  • Added some spells from FRHoF.