Životy
Odbornosti
Alternate Wizard
| Úroveň | Bonus odbornosti | Vlastnosti | Cantrips Known |
|---|---|---|---|
| 1 | + 2 | Arcanist Spellcasting | 3 |
| 2 | + 2 | Arcanist Spellcasting | 3 |
| 3 | + 2 | Arcanist Spellcasting | 3 |
| 4 | + 2 | Arcanist Spellcasting | 4 |
| 5 | + 3 | Arcanist Spellcasting | 4 |
| 6 | + 3 | Arcanist Spellcasting | 4 |
| 7 | + 3 | Arcanist Spellcasting | 4 |
| 8 | + 3 | Arcanist Spellcasting | 4 |
| 9 | + 4 | Arcanist Spellcasting | 4 |
| 10 | + 4 | Arcanist Spellcasting | 5 |
| 11 | + 4 | Arcanist Spellcasting | 5 |
| 12 | + 4 | Arcanist Spellcasting | 5 |
| 13 | + 5 | Arcanist Spellcasting | 5 |
| 14 | + 5 | Arcanist Spellcasting | 5 |
| 15 | + 5 | Arcanist Spellcasting | 5 |
| 16 | + 5 | Arcanist Spellcasting | 5 |
| 17 | + 6 | Arcanist Spellcasting | 5 |
| 18 | + 6 | Arcanist Spellcasting | 5 |
| 19 | + 6 | Arcanist Spellcasting | 5 |
| 20 | + 6 | Arcanist Spellcasting | 5 |
Spell Slots per Spell Level
| Úroveň | Bonus odbornosti | Vlastnosti | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | + 2 | Arcanist Spellcasting | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Arcanist Spellcasting | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Arcanist Spellcasting | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Arcanist Spellcasting | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Arcanist Spellcasting | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | + 3 | Arcanist Spellcasting | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | + 3 | Arcanist Spellcasting | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | + 3 | Arcanist Spellcasting | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | + 4 | Arcanist Spellcasting | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | + 4 | Arcanist Spellcasting | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | + 4 | Arcanist Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | + 4 | Arcanist Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | + 5 | Arcanist Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | + 5 | Arcanist Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | + 5 | Arcanist Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | + 5 | Arcanist Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | + 6 | Arcanist Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | + 6 | Arcanist Spellcasting | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | + 6 | Arcanist Spellcasting | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | + 6 | Arcanist Spellcasting | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Kouzla třídy
Vlastnosti třídy
Úroveň 1
Úroveň 10
Úroveň 11
Úroveň 12
Úroveň 14
Úroveň 15
Úroveň 16
Úroveň 18
Úroveň 19
Úroveň 2
Úroveň 20
Úroveň 3
Úroveň 4
Úroveň 6
Úroveň 7
Úroveň 8
Vývoj čaroděje
Odbornosti
dagger
quarterstaff
Počáteční vybavení
Vlastnosti třídy
Arcanist (Level 1)
You understand the arcane and esoteric as well as any mortal being can. At 1st level, you gain proficiency in Arcana. If you are already proficient in Arcana, you instead add double your proficiency bonus to your Intelligence (Arcana) checks.
Spellcasting (Level 1)
Through your research, study, and practice you have learned to manipulate the forces of reality to cast spells. At 1st level, you gain the features below and create your own Spellbook:
Focus Schools
Arcane magic is divided into eight traditional Spell Schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation; each with its own unique theorems, esoteric rules, and magical abilities.
At 1st level, you gain unique insights into one Spell School of your choice from the list above, your Focus School. Certain Wizard features only apply to spells from Focus Schools.
You gain an additional Focus School of your choice at 10th and 18th level. Whenever you gain a Focus School after your first, you can forgo the new School to add three new Wizard spells to your Spellbook (see below), all from Focus Schools.
Arcane Spellbook
You have compiled yourself an Arcane Spellbook, a tome of arcane lore with its own secret notation unique to you. It can only be read by you, or another Wizard if they are able to decipher your notation. You determine what your Spellbook looks like, but it must be a Tiny object capable of storing written information.
At 1st level, your Spellbook contains six 1st-level Wizard spells of your choice, two must be from your Focus School.
Adding to your Spellbook
As you adventure, you may discover additional Wizard spells recorded in ancient scrolls or hidden away in esoteric tomes.
When you discover such a spell of 1st-level or higher, you can copy it into your Spellbook if the spell is a level for which you have spell slots as shown on the Wizard class table. To do so, it takes you 2 hours per level of the spell. This represents all of the experimentation, deciphering, and arcane notations that are necessary for you to understand this new spell.
When you copy a new Wizard spell from one of your Focus Schools, the time required to copy that spell is halved.
Replacing Your Spellbook
You can copy Wizard spells from your Spellbook into another Spellbook only needing to spend 1 hour per level of the spell, as your own notation is easier to decipher. This time is halved to 30 minutes per level for spells from Focus Schools.
If your Spellbook is lost, you can use this same procedure to transcribe the Wizard spells you currently have prepared into a new Spellbook. The knowledge of all other spells from your Spellbook is lost. For this reason, many Wizards create multiple well-hidden copies of their Spellbook.
Spellcasting Focus
You can use either an Arcane Focus or your Spellbook as the spellcasting focus for the Wizard spells you have prepared.
Spellcasting Restrictions
Because of the delicate and precise gestures required to cast spells, you cannot cast Wizard spells while you are wearing armor or wielding a shield, unless a feature says otherwise.
Preparing & Casting Spells
The Wizard table above shows how many spell slots you have to cast spells. To cast a Wizard spell of 1st-level or higher, you must expend a slot of the spell's level or higher. You regain all of your expended spell slots when you finish a long rest.
During each long rest, you prepare the list of Wizard spells that are available for you to cast by studying your Spellbook.
When you do, you choose a number of Wizard spells from your Spellbook equal to your Wizard level + your Intelligence modifier (a minimum of 1). This process of memorization and study takes 1 minute per each level of the spells you prepare.
Learning Spells of 1st-level & Higher
When you gain a Wizard level, you add two Wizard spells of your choice to your Spellbook at no cost, one of which must be from your Focus School. Both the spells must be of a level for which you have spell slots, as shown on the Wizard table.
Spells added to your Spellbook this way reflect the arcane research you conduct, as well as intellectual breakthroughs you have had about the nature of magic and the multiverse.
Ritual Casting
Your understanding of the arcane arts allows you to perform ritual magic. You can cast any Wizard spell in your Spellbook as a ritual, so long as it has the ritual tag, even if not prepared.
Spellcasting Ability
As you learned your magic through research and study, your Intelligence is the spellcasting ability for your Wizard spells. Use Intelligence if one of your Wizard spells refers to your spellcasting ability, Spell save DC, or Spell attack modifier.
Spell
Spell
Studious Recovery (Level 2)
Starting at 2nd level, you can study your Spellbook to regain your magical potential. During the course of a short rest, you can regain a single expended spell slot of a level equal to half your Wizard level (rounded down), or lower.
You cannot use this feature to recover a spell slot higher than your Intelligence modifier (minimum of 1st-level).
Arcane Tradition (Level 3)
At 3rd level, you choose the Arcane Tradition that represents your magical knowledge from the list here: Abjurer, Conjurer, Diviner, Evoker, Illusionist, or Transmuter, all of which are detailed at the end of this class description.
Your Arcane Tradition grants you features at 3rd level, and again when you reach 6th, 10th, and 14th level in this class.
Ability Score Improvement (Level 4)
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Tradition Feature (Level 6)
At 6th level, you gain a feature granted by your Arcane Tradition.
Signature Spell (1) (Level 7)
Your research has led to the discovery of one Signature Spell, known only by you. At 7th level, choose one spell of 2nd-level or lower from a Focus School recorded in your Spellbook to become your Signature Spell. You then create your Signature Spell with the rules below:
Modifications
You can modify your Signature Spell with any number of modifications listed below. However, many of these modifications will increase the level of your Signature Spell. You cannot create a Signature Spell that is of a higher level than you have spell slots, as per the Wizard table.
At Higher Levels
If your Signature Spell gains benefits when cast with a higher level spell slot, the level it gains the benefits is also increased by your modifications.
Spellbook
Your Signature Spell appears as a new spell in your Spellbook. You also name the new spell, referencing you as its creator and its modified power.
Additional Signature Spells
At 11th level, you discover a second Signature Spell, starting with a spell of 3rd-level or lower, and at 15th level, you discover a final Signature Spell, starting with a spell of 5th-level or lower. You can modify any previous Signature Spell again with each new discovery.
Casting Time
If the spell has a casting time of one action, you change it to one bonus action, but its base spell level increases by 1.
Components
You remove components from the spell, leaving at least one remaining component. You can't remove components that are consumed or have a specific gold value. For each component you remove, the base level of this spell increases by 1.
Concentration
When you fail a saving throw to maintain your Concentration on this spell, you can use a reaction to automatically succeed instead. The base level of this spell increases by 1.
Damage
You replace one damage type dealt by the spell with the type of damage dealt by another spell recorded in your Spellbook.
Ritual
If the spell does not have the Ritual tag, has a casting time of one action or one bonus action, and does not have a material component with a gold cost, it becomes a Ritual spell for you.
Shape
You modify the shape of a spell that affects a cone, cylinder, cube, 5-foot wide line, or sphere to affect another shape from this list of equivalent size (the same number of 5-foot cubes).
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
New Focus School (Level 10)
Arcane magic is divided into eight traditional Spell Schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation; each with its own unique theorems, esoteric rules, and magical abilities.
You gain an additional Focus School of your choice. Whenever you gain a Focus School after your first, you can forgo the new School to add three new Wizard spells to your Spellbook (see below), all from Focus Schools.
Tradition Feature (Level 10)
At 10th level, you gain a feature granted by your Arcane Tradition.
Signature Spell (2) (Level 11)
You create a new Signature Spell of 3rd-level or lower.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Tradition Feature (Level 14)
At 14th level, you gain a feature granted by your Arcane Tradition.
Signature Spell (3) (Level 15)
You create a new Signature Spell of 5th-level or lower.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Archmage (Level 18)
You have mastered the lofty heights of arcane knowledge. At 18th level, choose two spells of 1st or 2nd-level that you have in your Spellbook. These spells must be from one of your Focus Schools and have a casting time of one action. You always have these spells prepared, though they don't count against your prepared spells. You can cast these spells at their lowest level without spending a spell slot.
You can replace one of these spells following the same guidelines by spending 8 hours studying your Spellbook.
New Focus School (Level 18)
Arcane magic is divided into eight traditional Spell Schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation; each with its own unique theorems, esoteric rules, and magical abilities.
You gain an additional Focus School of your choice. Whenever you gain a Focus School after your first, you can forgo the new School to add three new Wizard spells to your Spellbook (see below), all from Focus Schools.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Arcane Mastery (Level 20)
You are an unparalleled master of arcane arts who bends reality itself their will. At 20th level, you are considered to always have every spell in your Spellbook prepared.
Multitřídy
Požadavky multitříd
{"int":13}
Podtřídy
Vlastnosti podtřídy
Abjurer
Abjurer (Level 3)
Abjurers are masters of magic that safeguards, banishes, and thwarts hostile magical creatures, spells, and effects. Known for their ability to reverse potent enchantments and combat extraplanar entities, Abjurers are sought out to reverse alien incursions into the material plane and banish evil creatures.
Arcane Ward
You can siphon residual abjuration magic to create an Arcane Ward around yourself. When you spend a spell slot to cast an Abjuration spell, you can siphon some of its residual power to cloak yourself in an Arcane Ward, which persists until the end of your next long rest.
On creation, your Arcane Ward has a number of hit points equal to twice your Wizard level + your Intelligence modifier.
Whenever you take damage, your Arcane Ward takes it in your place. If your Ward is reduced to 0 hit points, you take any residual damage. While at 0 hit points, the magic of the Arcane Ward remains, but it cannot absorb any damage.
Whenever you expend a spell slot to cast an Abjuration spell, your Arcane Ward regains hit points equal to twice the level of the spell slot expended. You can also use your bonus action to expend a spell slot and cause your Ward to regain hit points equal to twice the level of the slot expended.
Once you create your Arcane Ward, you cannot create another until you finish a long rest.
Scholar of Abjuration
You are a dedicated student of Abjuration magic. It becomes one of your Focus Schools, and you add two Abjuration spells of 1st or 2nd-level from the Wizard list to your Spellbook.
If Abjuration was already one of your Focus schools, you gain another Focus School of your choice.
Projected Ward (Level 6)
You can use the power of your Arcane Ward to defend others. When a creature that you can see within 30 feet of you takes damage, you can use a reaction to cause your Arcane Ward to absorb that damage. If this damage reduces your Ward to 0 hit points, the original target takes any residual damage
Empowered Abjuration (Level 10)
Your knowledge of Abjuration magic allows you to utilize it better than most. You add counterspell (alternate) and dispel magic to your Spellbook if they were not already there. If you already had them in your Spellbook, you add one Abjuration spell of your choice to your Spellbook for each that was there.
Whenever you make an ability check as part of either spell you can add your proficiency bonus to your roll.
Your Arcane Ward also gains resistance to all non-magical bludgeoning, piercing, and slashing damage.
Master of Abjuration (Level 14)
Your mastery over Abjuration magic has infused your mortal form with an innate magical ward. You have advantage on all saving throws against spells, and resistance to all damage dealt by spells.
Bladesinger
Bladesinger (Level 3)
Exceedingly rare among Wizards, disciples of the Bladesong are famous for their unique mastery of deadly swordplay and arcane knowledge. When they enter the mystic trance known as the Bladesong, they are able to weave together sword and spell in a beautiful, yet terrifying dance.
Scholar of Spell & Sword
You have diversified your studies to include training with the armaments of war. You gain proficiency with light armor and can cast Wizard spells while wearing light armor.
You also gain proficiency with a single type of one-handed melee weapon of your choice. You can use this weapon as a spellcasting focus for your Wizard spells while holding it.
Bladesong
As a bonus action, so long as you are not wearing medium or heavy armor or wielding a shield, you can expend a spell slot to enter a mystic state of focus known as the Bladesong. The Bladesong lasts for 1 minute and requires concentration.
While active, the Bladesong grants you the benefits here:
You gain temporary hit points equal to 5 times the level of the spell slot you spent to activate the Bladesong.
Your walking speed increases by 10 feet, and opportunity attacks against you are made with disadvantage.
When you make a saving throw to maintain concentration, you can add your Intelligence modifier to your roll.
When you are hit by an attack, you can use your reaction to add your Intelligence modifier to your Armor Class against that attack, possibly causing it to miss.
Dancing Smite
Once per turn when you hit with a melee weapon attack while in Bladesong, you can expend a spell slot to deal bonus damage to the target. This bonus damage is equal to 1d8 per level of the spell slot spent, up to a maximum of 5d8.
You choose the type of this bonus damage from among the damage dealt by the Wizard spells you have prepared.
Song of Battle (Level 6)
While your Bladesong is active, you can attack twice, instead of once, when you take the Attack action on your turn. If you use your action to Cast a Spell while in Bladesong, you can make a single melee weapon attack as a bonus action.
Singing Reprisal (Level 10)
You can draw upon your magic to turn the blows of your foes against them. When you take damage while your Bladesong is active, you can expend one spell slot to reduce the damage by 1d10 per level of the spell slot expended.
If you reduce the damage to 0, you can immediately make a single melee weapon attack against that damage's source.
Master of Spell & Sword (Level 14)
You have achieved mastery over the mystical Bladesong. Your Bladesong no longer requires concentration, but it ends early if you are Incapacitated or you choose to end it (no action).
Finally, while your Bladesong is active, your melee weapon attacks deal a bonus 1d8 damage on hit. This bonus damage is the type dealt by one Wizard spell you have prepared.
Conjurer
Conjurer (Level 3)
As a student of Conjuration, you specialize in spellcraft that conjures creatures, objects, and energy from other planes. As your powers as a Conjurer grow, you learn to create things from nothing, call powerful extraplanar creatures to your aid, and teleport yourself and your allies across vast distances in an instant.
Scholar of Conjuration
You are a dedicated student of Conjuration magic. It becomes one of your Focus Schools, and you add two Conjuration spells of 1st or 2nd-level from the Wizard spell list to your Spellbook.
If you already had Conjuration as one of your Focus, Schools you gain another Focus School of your choice.
Minor Conjuration
You can draw on your knowledge of Conjuration magic to conjure temporary objects from nothing. As an action, you can instantly conjure a single Tiny, inanimate object in your hand, or in an unoccupied space on the ground that you can see within 10 feet of you.
To conjure an object you must have seen that object before, and be familiar with its makeup. To conjure an object that would special require expertise to craft, you must be proficient in the corresponding Artisan's Tools. For example, to conjure a spyglass, you would need to be proficient in Glassblower's Tools. Finally, you cannot conjure copies of magical items, and a conjured object cannot be used as material spell components.
Any object you conjure is visibly magical, and radiates dim light in a 5-foot radius. It has a number of hit points equal to your Wizard level, and its Armor Class is equal to your Intelligence score.
A conjured object disappears after 1 hour, when it is reduced to 0 hit points, or when you use this feature to conjure another object.
When you use this feature you can expend a spell slot to conjure a larger object, determined by the level of the spell slot you expend as shown below:
| Spell Slot | Size |
|---|---|
None | Tiny |
1st | Small |
3rd | Medium |
5th | Large |
7th | Huge |
9th | Gargantuan |
Self Transposition (Level 6)
You use Conjuration magic to instantly move through space. You add the misty step spell to your Spellbook, and you can cast it once per long rest without expending a spell slot. For you, misty step is always prepared, but it does not count as one of the spells you prepare each day.
When you cast misty step, you can forgo its normal effects to instead force a single object or creature equal to your size or smaller within 30 feet to make a Charisma saving throw. Creatures can choose to fail.
On a failure, you and the target instantly switch places.
Empowered Conjuration (Level 10)
Your deep knowledge of Conjuration magic allows you to call increasingly powerful entities. When you cast a Conjuration spell that summons creatures or use your Minor Conjuration to create an object, one creature or object you conjure gains temporary hit points equal to twice your Wizard level.
Master of Conjuration (Level 14)
Your ability to conjure and control extraplanar creatures and energies is unparalleled. When you cast a Conjuration spell that summons or conjures a creature, your concentration on that spell cannot be broken by taking damage.
Diviner
Diviner (Level 3)
Often carrying out their research far from civilization, Diviner Wizards use their knowledge of the arcane arts to reveal the unseen, uncover lost secrets, and even predict the future. The magic of Divination is an uncertain one, but Diviners attempt to master this esoteric school of magic to further their ends.
Scholar of Divination
You are a dedicated student of Divination magic. It becomes one of your Focus Schools, and you add two Divination spells of 1st or 2nd-level from the Wizard list to your Spellbook.
If Divination was already one of your Focus schools, you gain another Focus School of your choice.
Portent
You have begun to unlock the secrets of Divination magic, the ability to see the future, if only in short and shadowy visions. Once during a long rest, you can perform an esoteric 1-hour ritual where you view shadowy glimpses of possible futures. At the end of this 1-hour ritual, roll two d20s and record the results. These are your Portent rolls.
Whenever a creature you can see makes an ability check, attack roll, or saving throw, you can replace its d20 roll with one of the Portent d20 rolls that you recorded. You must use this feature before the creature rolls its d20.
Once you use a Portent d20 roll it is expended. Any unused Portent rolls are lost when you perform this ritual again.
Ascended Awareness (Level 6)
Your magic gives you an increased awareness. So long as you are not incapacitated, you can't be surprised and you add your Intelligence modifier (minimum of +1) to your initiative rolls.
The Third Eye (Level 10)
You can use Divination magic to awaken your true powers of perception. Over the course of 1 hour, which can be during a short or long rest, you can perform a ritual to enhance your sight in one of the ways listed below. It extends out from you in a 60-foot radius and lasts until you use this ritual again:
Arcane Sight
You can see magical effects and objects as if you were using the detect magic spell.
Ethereal Sight
You can see into the Ethereal Plane and invisible creatures and objects appear as if they were visible.
Infernal Sight
You can see normally in both dim light and darkness, produced by magical and non-magical sources.
Runic Sight
You can read any language, even those that have been lost, as if it was written in your native language.
Master of Divination (Level 14)
When you perform your Portent ritual during a long rest, you roll each d20 twice and choose which of the results to record as your Portent d20 rolls.
Also, as an action, you can expend a spell slot of 2nd-level or higher to replace your current benefit from The Third Eye with another benefit of your choice from that feature.
Enchanter
Enchanter (Level 3)
Enchantment is the magic of manipulating creatures and objects. You have dedicated yourself to learning beguiling and deceptive magics. As other mages look to overcome enemies with overwhelming force, you follow a more subtle path of manipulation, deception, and coercion.
Scholar of Enchantment
You are a student of Enchantment magic. It becomes one of your Focus Schools, and you add two Wizard spells of 1st or 2nd-level to your Spellbook. Both spells must be from the Enchantment school.
If you already had Enchantment as one of your Focus schools, you gain another Focus School of your choice.
Mesmerizing Speech
Your every word drips with enchanting power. When you force a creature within 5 feet that can hear you to make a saving throw to resist an Enchantment spell, it has disadvantage on its initial saving throw.
Moreover, when a creature within 5 feet that can hear you makes a saving throw to end an Enchantment spell cast by you, you can use your reaction to speak to it and impose disadvantage on its saving throw.
Beguiling Defense (Level 6)
In times of distress you can confound foes with charms and enchantments. When a creature you can see within 30 feet targets you with an attack roll, you can use your reaction to force it to make a Wisdom saving throw. This counts as an Enchantment spell for the purposes of your Mesmerizing Speech feature.
On a failure, it must target another creature of its choice within range of the attack. If there are no other creatures in range, its attack misses, and it's wasted.
This does not affect creatures that are immune to the Charmed condition. Once you attempt to use this feature on a creature, you can't use it against it again until you finish a long rest, unless you expend a spell slot to do so again.
Empowered Enchantment (Level 10)
Your Enchantment magic will always find a mark, even if it is not your initial target. When a creature succeeds on its saving throw to resist one of your Enchantment spells, you can immediately force another target within range of your spell to become its new target.
You can use this feature once per spell you cast.
Master of Enchantment (Level 14)
Your masterful knowledge of Enchantments allows you to control even the most powerful creatures. Your Enchantment spells and Enchanter features ignore Immunity to the Charmed condition.
However, when you force such a creature to make a saving throw to resist or end the Charmed condition, it has advantage on its saving throw.
Evoker
Evoker (Level 3)
While most view Evokers as channelers of destructive magic, Evokers consider themselves to be masters of arcane energy of all kinds. Scorching flames, bitter frost, crackling lightning, and caustic acid, Evokers can control it all. Powerful Evokers are a terrifying sight to behold on the field of battle, reducing their foes to smoldering heaps with their elemental magicks.
Scholar of Evocation
You are a dedicated student of Evocation magic. It becomes one of your Focus Schools, and you add two Evocation spells of 1st or 2nd-level from the Wizard list to your Spellbook.
If Evocation was already one of your Focus schools, you gain another Focus School of your choice.
Potent Cantrip
Your deep understanding of Evocation magic increases the potency of even your minor magic. You learn one additional Evocation Cantrip of your choice from the Wizard spell list.
When you cast an Evocation Cantrip that requires a spell attack roll or saving throw you gain the following benefits:
Spell Attack
When an Evocation Cantrip requires you to make a Spell Attack Roll, you add your Intelligence modifier (minimum of +1) to one damage roll of the spell.
Saving Throw
When an Evocation Cantrip requires its targets to make a saving throw, creatures take half damage on a successful save, but do not suffer any additional effects, other than damage, imposed by the Cantrip.
Sculpt Spells (Level 6)
Your understanding of Evocation magic allows you to shape your destructive magic to safeguard your allies. Whenever you cast an Evocation spell, you can designate a number of creatures equal to 1 + the level of the spell. These creatures are immune to the effects of your spell and take no damage on the turn that you cast the spell.
However, any effects of the spell that persist after its initial casting affect these designated creatures as normal.
Empowered Evocation (Level 10)
Your Evocation spells are especially potent, even compared to those cast by other mages. On the turn you cast an Evocation spell, you can re-roll any number of the damage dice for that spell, but you must keep the new result of these rolls.
You must choose how many dice you will re-roll at once.
Master of Evocation (Level 14)
You can channel your life force into your magic to increase its power in times of need. When you cast an Evocation spell of 5th-level or lower, you can choose for it to deal its maximum possible damage, in place of rolling.
You can use this feature once between each long rest with no adverse effects to you. However, each additional time you use this feature before you finish a long rest you take 4d6 necrotic damage per level of the spell (minimum 4d6).
This damage ignores resistance and immunity to necrotic damage, and the damage cannot be lessened in any way.
Illusionist
Illusionist (Level 3)
You are a practitioner of all magic that misdirects, befuddles, and confuses. You are an Illusionist. Limited only by your own ingenuity, you can create profound effects that dupe all but the most observant foes. While other Wizards prefer a more direct approach, you pride yourself on unorthodox solutions.
Illusory Magic & Effects
Whenever playing a mage that uses Illusion magic, and especially when playing an Illusionist, talk with your DM about how they plan to run Illusion spells.
Scholar of Illusion
You are a dedicated student of Illusion magic. It becomes one of your Focus Schools, and you add two Illusion spells of 1st or 2nd-level from the Wizard spell list to your Spellbook.
If Illusion was already one of your Focus schools, you gain another Focus School of your choice.
Illusionist Adept
Your study of illusions has made you exceptionally skilled in their use. You learn the minor illusion Cantrip, but it doesn't count against your Cantrips Known. If you already know the Cantrip, you learn another Wizard Cantrip of your choice.
When you cast minor illusion you can create both illusory sound and image with a single casting of the Cantrip, and you can cast minor illusion as an action or a bonus action.
Finally, you can cast any Illusion spell from your Spellbook without providing verbal components.
Phantasmal Spells (Level 6)
Your skill with Illusions allows you to create illusory versions of your other spells. Whenever you cast a Conjuration or Evocation spell from your Spellbook, you can choose to produce an illusory version of the spell, changing its effects in the following ways:
Its Spell School changes to Illusion.
You can ignore any of the normal materialcomponents of the spell for this casting.
If it forces its targets to make a saving throw, targets make an Intelligence saving throw instead of the normal saving throw for that spell.
If it deals damage, its damage is replaced with psychic damage.
If it conjures anything with hit points, its hit points are halved.
Any creature whose Intelligence score is greater than your Spell save DC instantly sees through any spell cast in this way and is immune to all of its effects.
All other creatures interact with, and believe they are experiencing the normal effects of the spell.
Illusory Self (Level 10)
You can disappear into your illusions when in danger. When you are hit by an attack, you can use your reaction to create an illusory version of yourself in your space which takes the attack instead of you. Then immediately teleport to an unoccupied space you can see within 10 feet.
Once you use this feature you must finish a short or long rest before you can use it again. When you have no uses left, you can expend a spell slot of 2nd-level or higher to use it again.
Illusory Reality (Level 14)
You can temporarily give your phantasms solid form. When you use your action to cast an Illusion spell, you can use your bonus action to make one non-magical, inanimate object that is part of that illusion real.
This object cannot deal damage or cause harm. Regardless of its appearance, its Armor Class equals your Spell save DC and it has hit points equal to three times your Wizard level.
This effect persists for 1 minute, but ends if it is destroyed, if you end the effect with your bonus action or if you use this feature to make another illusion real.
Necromancer
Necromancer (Level 3)
Considered by many as the most sinister school of magic, you are a scholar of the dark art of Necromancy. Using this power, you can manipulate the vital forces of life, death, and undeath to drain life, bolster your vitality, and raise undead thralls.
Scholar of Necromancy
You are a dark student of Necromancy magic. It becomes one of your Focus Schools, and you add two Wizard spells of 1st or 2nd-level from the Necromancy school to your Spellbook.
If Necromancy was already one of your Focus schools, you gain another Focus School of your choice.
Sinister Servant
You call entities from beyond the grave to serve you. You add the conjure familiar to your Spellbook. Whenever you cast the spell, your Familiar's creature type is always Undead, and it appears as a skeletal, decomposing, or ghastly version of the Beast you choose to conjure.
Siphon Vitality
You use dark magic to draw power from death. Any time you kill a creature with a spell of 1st-level or higher, you regain hit points equal to twice its CR (minimum of 1), or three times if it was a Necromancy spell. Any hit points that would exceed your maximum hit points become temporary hit points. This feature does not affect Constructs or Undead.
You can also split the hit points you would regain between yourself and any Undead under your control within 30 feet.
Empowered Thralls (Level 6)
You understand the dark magicks in ways few are willing to, granting you increased powers over Undead. Add the animate dead (alternate) to your Spellbook, or another Necromancy spell from the Wizard spell list if animate dead is already in your Spellbook. You always have it prepared, but it does not count against the spells you prepare each day.
Any time you cast a spell that creates an Undead creature, it gains bonus hit points equal to your Wizard level. Moreover, when an Undead under your control kills a creature, you can use your reaction to gain the benefits of Siphon Vitality.
Dark Overlord (Level 10)
The sinister magic of death suffuses your body, shielding you from harm. You are Resistant to necrotic damage. Moreover, when you take damage, you can choose for an Undead under your control within 30 feet to take that damage instead. If it is reduced to 0 hit points, you take any remaining damage.
Master of Necromancy (Level 14)
Your dark knowledge of Necromancy is so complete that you can seize control of Undead creatures. As an action, you can force an Undead creature you can see within 30 feet to make a Charisma saving throw. If it has an Intelligence score of 8 or higher, it has advantage on this saving throw.
On a failure, the Undead creature falls under your control using the rules of animate dead (alternate). It remains under your control until you use this feature again, or it is killed. If its Intelligence is 12 or higher, it repeats its Charisma saving throw at the end of every hour, breaking free on a success.
Once a creature succeeds on a saving throw against this feature, you cannot target it with this feature again.
Scribe
Scribe (Level 3)
While all Wizards desire knowledge, those known as Scribes pursue knowledge of general magical theories as opposed to specific specialties. You study basic magic: Cantrips, Scrolls, and the Spellbook itself, and mastery over the simplest parts of Wizardry allows you to bend the laws of the arcane.
Scholar of the Book
Where other Wizards choose to specialize in a single School of magic, you have chosen to master the fundamental magic of the Spellbook. You gain one Focus School of your choice, and your Spellbook gains the following additional benefits:
Cantrip Formulae
When you prepare your spells during a long rest, you can replace one Wizard Cantrip you know with another Wizard Cantrip of your choice.
Prompt Preparation
Over the course of a short rest, you can replace one Wizard spell that you have prepared with another Wizard spell from your Spellbook.
Quick Quill
The time it takes you to copy a spell into your Spellbook is reduced to 1 hour per spell level, or 30 minutes per spell level if the spell is from one of your Focus Schools.
Spell Scrivener
Your deep understanding of the magic of Spellbooks allows you to craft temporary Spell Scrolls. During a long rest, you can spend 1 hour crafting temporary Spell Scrolls with a total spell level up to your Intelligence modifier.
Spells you scribe in these Scrolls must be Wizard spells of 1st-level or higher from your Spellbook, and you expend a spell slot of appropriate level to create each Scroll. While these Spell Scrolls last, you cannot regain the spell slot you spent in their creation.
Any creature can cast the spell contained on these special Spell Scrolls, producing the spell as if you had cast it.
Altered Arcana (Level 6)
When you prepare your Wizard spells, you can choose two spells of the same level to prepare, and exchange their damage types.
Also, when you use Prompt Preparation, you can replace a number of your prepared Wizard spells up to half your Wizard level.
Spell Tinker (Level 10)
You are constantly experimenting with magic theory. You gain a bonus Signature Spell that is based on a spell of 2nd-level or lower.
Also, during a long rest, you can spend 1 hour modifying one of your Signature Spells, adding, removing, or replacing one of the Modifications currently applied to that Signature Spell.
Advanced Theories (Level 14)
Your magic pushes the limit of what is possible in this reality. When you use Altered Arcana, you can choose two spells you have prepared of the same level and swap the saving throws targeted by the spells. However, this change only affects the initial saving throw of the spell, not subsequent ones.
Master Scrivener (Level 14)
Your ability to create your temporary Spell Scrolls is almost supernatural. You can use your Spell Scrivener feature at any time, spending a spell slot as normal. Creating a Spell Scroll this way takes 1 minute per level of the spell, and you cannot create a Spell Scroll of a spell above 5th-level.
Transmuter
Transmuter (Level 3)
Transmutation is the magic of understanding, deconstructing, and reconstructing matter. However, it is not an all-powerful magic; it is impossible to create something out of nothing. As a Transmuter, you know that if you wish to obtain something, something of equal value must be sacrificed in exchange.
Scholar of Transmutation
You are a student of Transmutation magic. It becomes one of your Focus Schools, and you add two Transmutation spells of 1st or 2nd-level from the Wizard spell list to your Spellbook.
If Transmutation was already one of your Focus schools, you gain another Focus School of your choice.
Equivalent Exchange
You can use your knowledge of Transmutation magic to alter the physical properties of objects. As an action, you can touch a non-magical object (or part of an object) and expend a spell slot to transform its Material or Shape as detailed below:
Material
You change an object made of iron, steel, stone (not gems), or wood to another material from this same list.
Shape
You alter the shape of the object to suit your needs. You cannot add or destroy material as part of this action. The new shape of the object is crude unless you are proficient in the Artisan's Tools corresponding to its material makeup, or are familiar with the inner workings of such an object.
Size
The level of the spell slot you expend determines the size of the object you can change, as shown on the table here:
| Spell Slot | Size |
|---|---|
1st | Tiny |
2nd | Small |
3rd | Medium |
5th | Large |
7th | Huge |
9th | Gargantuan |
Concentration
You must concentrate on this change as if concentrating on a spell, or else the object instantly reverts to its original form. After 1 minute of concentration, any changes to the object become permanent.
Transmute Self (Level 6)
Your deep understanding of Transmutation magic allows you to make dramatic alterations to your physical form. During a long rest, you can choose one 1st-level spell recorded in your Spellbook that targets a creature, and you perform a 1-hour Transmutation ritual to make its benefits permanent for you. If the spell normally requires concentration, it doesn't when you cast it on yourself with this ritual.
The effects of this spell last until you perform this ritual on yourself again during a subsequent long rest.
At 10th level, you can use 2nd-level spells with this ritual.
Empowered Transmutation (Level 10)
Your deep knowledge of Transmutation magic allows you to change yourself into a Beast. You add the polymorph (alternate) to your Spellbook, or another Transmutation spell from the Wizard spell list if it is already in your Spellbook. You always have it prepared, but it does not count against the spells you prepare each day.
When you cast polymorph (alternate) on yourself, its casting time is a bonus action, and you retain your personality, Intelligence, Wisdom, and Charisma scores while transformed.
Master of Transmutation (Level 14)
You learned the secrets necessary to create a Philosopher's Stone, a Tiny alchemical object capable of wondrous feats of Transmutation. During each long rest, you can spend 1 hour performing a ritual to create one Philosopher's Stone. This ritual renders any previous Philosopher's Stones inert.
When you cast a Wizard spell, you can expend the Stone to cast that spell at 5th-level, without expending a spell slot.
Alternatively, you can use an action to cast one of the spells below at 5th-level, expending the Philosopher's Stone in place of a spell slot and any material components. When you cast a spell in this way it counts as a Wizard spell for you:
War Mage
War Mage (Level 3)
To a War Mage, arcane magic is just another weapon to master, a tool to dominate foes on the battlefield. A War Mage wields a combination of Abjuration and Evocation magic, using their tactical wit to weave both together so as to assure victory through overwhelming arcane force.
Scholar of Warfare
Relentless training allows you to overcome the normal limitations of arcane magic. You gain proficiency with light and medium armor, and you can cast your Wizard spells while wearing it.
You also gain either Abjuration or Evocation as one of your Focus Schools, and add the shield (alternate) spell into your Spellbook, or another 1st-level Abjuration spell if it was already in your Spellbook.
Battle Mage
You reflexively call on your magic as others would raise their shield or sword. When you cast the shield (alternate) spell, you can do so without expending a spell slot, producing the 1st-level effects. However, when you do, you cannot cast spells other than Cantrips until the end of your next turn.
You can cast shield (alternate) this way a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Tactical Surge (Level 6)
You have learned to magically store energy from chaos of battle to unleash on your foes. When you reach this level, the two spells you add to your Spellbook must be counterspell (alternate) and dispel magic. If they are already in your Spellbook, you can add any two spells as normal.
Any time you cause an attack to miss with shield (alternate), or you successfully end a spell with counterspell (alternate) or dispel magic, you gain one stored Tactical Surge.
You can store a maximum number of Tactical Surges equal to your Intelligence modifier (minimum of 1), and they are lost when you expend them or when you finish a long rest.
When you deal damage with a Wizard spell, you can expend any number of Tactical Surges to deal 2d6 bonus damage per Tactical Surge to one target of that spell.
Arcane Fortitude (Level 10)
The arcane potential you generate in combat increases your defenses. You gain a +1 bonus to your saving throws for each Tactical Surge you currently have stored.
In addition, when you finish a short or long rest and have no Tactical Surges stored, you gain one Tactical Surge.
Strategic Surge (Level 10)
You can expend your stored arcane power to gain advantages in combat. When you roll initiative, so long as you are not Surprised or Incapacitated, you can expend a Tactical Surge to add your Intelligence modifier to your roll.
You can do so after you roll, but before any creatures act.
Master of Arcane Warfare (Level 14)
The chaos and adrenaline of battle fuel your arcane abilities. You can use your Battle Mage feature to cast the shield spell at will, without spending a spell slot. When you do, the spell's effects are still produced at 1st-level.
Finally, when you successfully cause an attack to miss you with shield (alternate), you can forgo gaining a Tactical Surge to cast one Wizard Cantrip you know as part of the same reaction.