Puntos de Golpe
Competencias
Wizard
| Nivel | Bonificador de Competencia | Características | Cantrips Known |
|---|---|---|---|
| 1 | + 2 | Spellscript Spellcasting Arcane Tradition Spellscript Savant Arcane Tradition Feature | 3 |
| 2 | + 2 | Spellscript Spellcasting Arcane Tradition Spellscript Savant Arcane Tradition Feature | 3 |
| 3 | + 2 | Spellscript Spellcasting Arcane Tradition Spellscript Savant Arcane Tradition Feature | 3 |
| 4 | + 2 | Spellscript Spellcasting Arcane Tradition Spellscript Savant Arcane Tradition Feature | 4 |
| 5 | + 3 | Spellscript Spellcasting Arcane Tradition Spellscript Savant Arcane Tradition Feature | 4 |
| 6 | + 3 | Spellscript Spellcasting Arcane Tradition Spellscript Savant Arcane Tradition Feature | 4 |
| 7 | + 3 | Spellscript Spellcasting Arcane Tradition Spellscript Savant Arcane Tradition Feature | 4 |
| 8 | + 3 | Spellscript Spellcasting Arcane Tradition Spellscript Savant Arcane Tradition Feature | 4 |
| 9 | + 4 | Spellscript Spellcasting Arcane Tradition Spellscript Savant Arcane Tradition Feature | 4 |
| 10 | + 4 | Spellscript Spellcasting Arcane Tradition Spellscript Savant Arcane Tradition Feature | 5 |
Spell Slots
| Nivel | Bonificador de Competencia | Características | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Spellscript Spellcasting Arcane Tradition Spellscript Savant Arcane Tradition Feature | 2 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Spellscript Spellcasting Arcane Tradition Spellscript Savant Arcane Tradition Feature | 3 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Spellscript Spellcasting Arcane Tradition Spellscript Savant Arcane Tradition Feature | 4 | 2 | 0 | 0 | 0 |
| 4 | + 2 | Spellscript Spellcasting Arcane Tradition Spellscript Savant Arcane Tradition Feature | 4 | 3 | 0 | 0 | 0 |
| 5 | + 3 | Spellscript Spellcasting Arcane Tradition Spellscript Savant Arcane Tradition Feature | 4 | 3 | 2 | 0 | 0 |
| 6 | + 3 | Spellscript Spellcasting Arcane Tradition Spellscript Savant Arcane Tradition Feature | 4 | 3 | 3 | 0 | 0 |
| 7 | + 3 | Spellscript Spellcasting Arcane Tradition Spellscript Savant Arcane Tradition Feature | 4 | 3 | 3 | 1 | 0 |
| 8 | + 3 | Spellscript Spellcasting Arcane Tradition Spellscript Savant Arcane Tradition Feature | 4 | 3 | 3 | 2 | 0 |
| 9 | + 4 | Spellscript Spellcasting Arcane Tradition Spellscript Savant Arcane Tradition Feature | 4 | 3 | 3 | 3 | 1 |
| 10 | + 4 | Spellscript Spellcasting Arcane Tradition Spellscript Savant Arcane Tradition Feature | 4 | 3 | 3 | 3 | 2 |
Características de Clase
Nivel 1
Nivel 10
Nivel 2
Nivel 3
Nivel 4
Nivel 6
Nivel 8
Equipo Inicial
Características de Clase
Spellscript (Level 1)
You can read and write Spellscript, an academic language of glyphs, symbols, and notations used by wizards to record arcane knowledge and spells.
See the Spellscript section for more details about this feature.
Spellcasting (Level 1)
You gain the ability to cast magic spells through careful study of spellbooks, glyphs, and arcane sigils.
Spellbook
At 1st-level, you have a spellbook into which you can record your known spells and arcane research.
See the Spellbook section for more details about your spellbook.
Cantrips
At 1st-level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Class Features (Wizard) table.
Memorable:
Cantrips are simple enough for you to memorize—they don't need to be recorded or prepared.
Replacing Known Cantrips:
When you gain a wizard level, you can choose one of the wizard cantrips you know and replace it with a different cantrip from the wizard spell list.
Spells Known of 1st-level and Higher
At 1st-level, you know six 1st-level spells of your choice from the wizard spell list. Write these into your spellbook.
Recorded Knowledge:
Spells of 1st-level and higher are too complicated to be memorized by mortal minds—write these spells into your spellbook to keep them recorded.
Learning New Spells:
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown in the Class Features (Wizard) table.
In addition, you may find other wizard spells—such as on scrolls and in spellbooks—on your adventures. If you can decipher their spellscript, you may be able to write them into your own spellbook.
Preparing Spells
You must prepare the list of wizard spells that you can cast, choosing from your list of recorded wizard spells.
Preparing Your Spell List:
Choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell).
Prepared spells must be of a level for which you have spell slots, and you must be able to access the spells in your spellbook as you're preparing them.
Changing Your Prepared Spells:
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time: at least 1 minute per spell level for each spell on your list.
Preparing Spells
Number of Spells:
your Intelligence modifier + your wizard level (minimum of one spell)
Casting Spells
The Class Features (Wizard) table shows how many spell slots you have to cast your prepared wizard spells of 1st-level and higher.
To cast one of your prepared spells, you must expend a slot of the spell's level or higher. Casting a spell doesn't remove it from your list of prepared spells, and you regain all expended spell slots when you finish a long rest.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells. Use your Intelligence modifier to set the saving throw DC or attack modifier for any wizard spell you cast.
Spellcasting Ability
Spell
Spell
Ritual Casting
You can cast a wizard spell as a ritual if (a) the spell has the ritual tag and (b) you have access to the spell in your spellbook. You don't need to have a spell prepared first to cast it as a ritual.
Spellcasting Focus
You can use your spellbook or an arcane focus as a spellcasting focus for your wizard spells.
Arcane Versatility
When you finish a long rest, you can choose one of the wizard cantrips you know and replace it with a different cantrip from the wizard spell list.
Arcane Tradition (Level 1)
Choose an Arcane Tradition. You gain features from your Arcane Tradition at 1st, 3rd, 6th, and 10th-level.
Favored & Clashing Magic
Magic spells are categorized into eight traditional schools of arcane power. As you begin to train in your Arcane Tradition, some of these schools become easier—or more difficult—for you to learn and master.
At 1st-level, you gain one Favored and one Clashing school of magic from your Arcane Tradition, with an associated feature for each.
Arcane Recovery (Level 2)
When you finish a short rest, you can recover some expended spell slots by studying your spellbook. The spell slots must have a combined level equal to or less than half your wizard level (rounded up), and none of the slots can be 6th-level or higher.
You can use this feature once, and you regain expended uses when you finish a long rest.
Spell Research (Level 3)
As a student of the arcane, you are able to learn new wizard spells in your downtime through careful study, research, and experimentation.
See the Spell Research section for more details about this feature.
Arcane Tradition Feature (Level 3)
At 3rd level, you gain a feature from your Arcane Tradition.
Ability Score Improvement (Level 4)
You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.
Spellscript Savant (Level 6)
You have learned a new technique to improve the quality of your spellscript and spell writing. Choose one of the options listed below.
Greater Spellscript Savant:
At 8th-level, choose an additional feature. You can't choose the same feature more than once unless specified otherwise.
Arcane Tradition Feature (Level 6)
At 6th level, you gain a feature from your Arcane Tradition.
Ability Score Improvement (Level 8)
You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.
Signature Spell (Level 10)
Choose one 1st-level wizard spell from your spellbook to be your Signature Spell. While your signature spell is prepared, you may cast it as 1st-level spell without expending a spell slot.
You can do this a number of times equal to your Intelligence modifier, and you regain expended uses when you finish a long rest.
Arcane Tradition Feature (Level 10)
At 10th level, you gain a feature from your Arcane Tradition.
Multiclase
Requisitos de Multiclase
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Subclases
Características de Subclase
Chronurgy Magic
Chronurgy Magic (Level 1)
As a Chronurgy Wizard, you gain the following features:
Arcane Schools
You gain the following features for your favored and clashing magic schools.
Favored School
You have a talent for reading the glyphs and symbols of Enchantment magic. The amount of gold and time you must spend to write an Enchantment spell into your spellbook is halved.
Clashing School
You find it more difficult to make sense of the sigils and writing structure of Evocation magic. The amount of gold and time you must spend to write an evocation spell into your spellbook is doubled.
Chronal Shift
Your clever manipulation of the flow of battle gives you the ability to twist the stings of time in your favor. When a creature makes an attack roll against you, if you have not yet acted in the turn order, you can choose to take your turn before they make their attack roll. Once you end your turn, the creature's turn continues as normal, and your turn in the initiative order is skipped.
You can use this ability twice, and you regain any expended uses when you finish a long rest.
In addition, you can add your Intelligence modifier to your initiative rolls.
Slug Step (Level 3)
As an action, you can slow time around a creature to decelerate their movement. A Large or smaller creature of your choice that you can see within 60 feet of you must make a Constitution saving throw against your spell save DC. On a failure, the creature is slowed, reducing their speed by half, and preventing them from taking reactions until the end of your next turn or until the creature takes any damage.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Arcane Abeyance (Level 6)
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 use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and 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 (Level 10)
You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. You can spend an action to Temporally Lock a creature until the end of their next turn. Choose a creature you can see within 60 feet of you. The GM or player who controls that character must declare the next action and movement path that creature will take as if they are taking their turn during your turn. The initiative order continues as normal but once it gets to that creature's turn, the creature must make the same movement path and action that they have declared.
If the Temporally Locked creature declared they would attack a creature, but that creature has moved by the time they take their attack action, they can choose to attack a different target in range with the same weapon so long as that creature remains within range. If they break up their movement, they must attack after moving the same distance as they declared.
You can use this feature again when you finish a long rest.
Graviturgy Magic
Graviturgy Magic (Level 1)
As a Graviturgy Wizard, you gain the following features:
Arcane Schools
You gain the following features for your favored and clashing magic schools.
Favored School
You have a talent for reading the glyphs and symbols of one chosen school of magic. The gold and time you must spend to write a spell from the chosen school into your spellbook is halved.
Clashing School
You find it more difficult to make sense of the sigils and writing structure of one chosen school of magic. The gold and time you must spend to write a spell from the chosen school into your spellbook is doubled.
Adjust Density
As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. 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 10th level in this class, you can target an object or a creature that is Huge or smaller.
Gravity Well (Level 3)
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 (Level 6)
When another creature that you can see within 60 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 1d10 damage of the weapon's type.
Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Event Horizon (Level 10)
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 2d10 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 every foot it moves this turn costs 2 extra feet of movement.
Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
Hedge Witch
Hedge Witch (Level 1)
A Hedge Witch or Wizard is not formally trained in magic but instead learns by doing. This gives many Hedge Witches a more pragmatic view on magic.
As a Hedge Witch, you gain the following features:
Arcane Schools
You gain the following features for your favored and clashing magic schools.
Favored School
You have a talent for reading the glyphs and symbols of basic magic. The gold and time you must spend to write 1st and 2nd level spells into your spellbook is halved.
Clashing School
You find it more difficult to make sense of the sigils and writing structure of complex magic. The gold and time you must spend to write a spell of 3rd level or higher into your spellbook is doubled.
Practiced Ritualist
When you cast a spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it.
Spell Savvy (Level 3)
Starting at 3rd level, you may combine and split your spell slots. When you finish a long rest you may choose to exchange any number of spell slots and trade them for a number of 1st level slots equal to their level. For example, a 2nd level spell slot can be traded for 2 bonus 1st level spell slots while a 5th level spell slot would become 5 1st level slots. You can also combine spell slots, exchanging 2 slots of the same level for 1 spell slot of the next level up. When combining spells the new slot must be of a level you already have at least 1 spell slot.
It'll Do in a Pinch (Level 6)
Beginning at 6th level, when you cast a spell that has a material component with a value listed in gold pieces, you can instead use components worth half the listed value.
Tradition Be Damned (Level 10)
By 10th level, you have learned that magic is magic and segregation is a hold over from a bygone era. You may copy spells from scrolls into your spellbook even if they aren't on the wizard spell list. Spells added to your spellbook using this feature count as wizard spells for you.
School of Abjuration
School of Abjuration (Level 1)
As an Abjuration Wizard, you gain the following features:
Arcane Schools
You gain the following features for your favored and clashing magic schools.
Favored School
You have a talent for reading the glyphs and symbols of Abjuration magic. The gold and time you must spend to write a divination spell into your spellbook is halved.
Clashing School
You find it more difficult to make sense of the sigils and writing structure of Divination magic. The gold and time you must spend to write a spell into your spellbook is doubled.
Arcane Ward
Starting at 1st level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, 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 hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this 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 of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Once you create the ward, you can't create it again until you finish a long rest.
Projected Ward (Level 3)
Starting at 3rd level, when a creature that you can see within 30 feet of you takes damage, you can use your 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.
Improved Abjuration (Level 6)
Beginning at 6th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.
Spell Resistance (Level 10)
Starting at 10th level, you have advantage on saving throws against spells.
Furthermore, you have resistance against the damage of spells.
School of Biomancy
School of Biomancy (Level 1)
As a Biomancy Wizard, living flesh is your canvas, and you are able to shape and craft it into something beautiful.
As a Biomancy Wizard, you gain the following features:
Arcane Schools
You gain the following features for your favored and clashing magic schools.
Favored School
You have a talent for reading the glyphs and symbols of transmutation magic. The amount of gold and time you must spend to write a transmutation spell into your spellbook is halved.
Clashing School
You find it more difficult to make sense of the sigils and writing structure of illusion magic. The amount of gold and time you must spend to write an illusion spell into your spellbook is doubled.
Familiar in the Flesh
You learn the Find Familiar spell if you don't already know it. Your familiar is a monstrosity instead of a celestial and a combination of two available familiars. This combination is purely aesthetic as it only uses the statblock of one of the two familiars it is made of. To dismiss your familiar, it must touch you and retreat into the pores of your skin.
Mold Limbs
Your limbs are malleable flesh which can be reshaped through various mutations. As an action, you can mold one limb into another type of limb. When you do so, you may relocate the limb to sprout from another place on your body and/or choose one of the following benefits, which lasts for 10 minutes. You can use this feature a number of times equal to your Intelligence modifier, minimum of 1, and regain expended uses on a long rest.
You can also use this ability on allies. When you target a willing creature with a spell, you can consume a use of this ability to mold their limbs with this ability as if you were using this ability on yourself.
At 3rd level, you can mold two limbs at a time when you use this ability.
At 6th level, you can mold three limbs at a time when you use this ability.
Warp Blight While a limb is molded, an arm is too unfamiliar be used to form the somatic components of spells, wield weapons, or wear shields, and a leg is too unfamiliar to be used to perform the dash action.
Spell Infection (Level 3)
Starting at 3rd level, your spells can infect and mold the limbs of your enemies. When you hit a creature with a spell attack or that enemy fails a saving throw against a spell you cast of first level or higher, force that creature to make a constitution saving throw or one of their limbs gains warp blight. If used on a leg, this also reduces the target's base movement speed by half for the duration. The creature can make the saving throw again at the end of each of their turns to revert their limb back to normal. You can use this ability a number of times equal to your proficiency bonus.
Experimental Mutation (Level 6)
Beginning at 6th level, you can develop and test new ways of molding skin. As an action, you can designate a willing creature within 5 feet of you as a Morph. You can have a number of Morphs equal to your Intelligence modifier (minimum of 1) per long rest. The creature stays your Morph for 10 minutes. Each Morph can only have one Mutation at a time, but using this ability on the same creature again refreshes the abilities granted by the Morph or can change which Mutation the Morph uses. Add one of these Prototype Mutations to your list of Mutations at 6th level and another at 8th and 10th level.
Advanced Mold (Level 10)
At 10th level, you have gained the ability to string separate limb types together. The limbs from your Mold Limbs ability can each have 2 different mutations at once, allowing 2 separate modifications to the same action. You cannot grapple a creature with an attack action or damage a creature with the grapple action in this way unless specified by another ability. Additionally, you can spend spell slots to use the Mold Limbs ability targetting yourself or an ally to mold a number of limbs equal to the spell level without spending uses of the Mold Limbs ability as normal.
Blight Removal. If you mold a limb with a single mutation, the limb will no longer be affected by Warp Blight until molded again.
School of Conjuration
School of Conjuration (Level 1)
As a Conjuration Wizard, you gain the following features:
Arcane Schools
You gain the following features for your favored and clashing magic schools.
Favored School
You have a talent for reading the glyphs and symbols of Conjuration magic. The gold and time you must spend to write a conjuration spell into your spellbook is halved.
Clashing School
You find it more difficult to make sense of the sigils and writing structure of Enchantment magic. The gold and time you must spend to write a spell into your spellbook is doubled.
Minor Conjuration
Starting at 1st level when you select this school, you can use your 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 that you have seen. The object is visibly magical, radiating dim light out to 5 feet.
The object disappears after 1 hour, when you use this feature again, if it takes any damage, or if it deals any damage.
Benign Transposition (Level 3)
Starting at 3rd level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
Focused Conjuration (Level 6)
Beginning at 6th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
Durable Summons (Level 10)
Starting at 10th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
School of Divination
School of Divination (Level 1)
As a Divination Wizard, you gain the following features:
Arcane Schools
You gain the following features for your favored and clashing magic schools.
Favored School
You have a talent for reading the glyphs and symbols of divination magic. The gold and time you must spend to write a divination spell into your spellbook is halved.
Clashing School
You find it more difficult to make sense of the sigils and writing structure of conjuration magic. The gold and time you must spend to write an spell into your spellbook is doubled.
The Third Eye
Starting at 1st level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts for 10 minutes. You can't use the feature again until you finish a rest.
Darkvision
You gain darkvision out to a range of 60 feet. If you already had darkvision, it increases by 60 feet.
Ethereal Sight
You can see into the Ethereal Plane within 30 feet of you.
Greater Comprehension
You can read any language.
See Invisibility
You can see invisible creatures and objects within 10 feet of you that are within line of sight.
Portent (Level 3)
Starting at 3rd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check 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 (Level 6)
Beginning at 6th 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 of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.
Greater Portent (Level 10)
Starting at 6th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
School of Enchantment
School of Enchantment (Level 1)
As an Enchantment Wizard, you gain the following features:
Arcane Schools
You gain the following features for your favored and clashing magic schools.
Favored School
You have a talent for reading the glyphs and symbols of Enchantment magic. The gold and time you must spend to write a divination spell into your spellbook is halved.
Clashing School
You find it more difficult to make sense of the sigils and writing structure of Conjuration magic. The gold and time you must spend to write a spell into your spellbook is doubled.
Hypnotic Gaze
Starting at 1st level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an 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 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 your 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.
Instinctive Charm (Level 3)
Beginning at 3rd level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest.
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.
Split Enchantment (Level 6)
Starting at 6th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
Alter Memories (Level 10)
At 10th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.
Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum of 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.
School of Evocation
School of Evocation (Level 1)
You focus your study on magic that creates powerful elemental effects—bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid.
Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
Arcane Schools
You gain the following features for your favored and clashing magic schools.
Favored School
You have a talent for reading the glyphs and symbols of evocation magic. The gold and time you must spend to write an evocation spell into your spellbook is halved.
Clashing School
You find it more difficult to make sense of the sigils and writing structure of abjuration magic. The gold and time you must spend to write an abjuration spell into your spellbook is doubled.
Elemental Spark
When you cast a wizard evocation spell of 1st-level or higher that deals fire, cold, thunder, lightning, or acid damage, you can simultaneously create an elemental spark using a strand of the spell's power.
Your spark closely orbits your body—you may choose the location when you create the spark. The appearance and damage type of your spark match the spell that it was created from. You can only have one active elemental spark at a time, and any active spark expires automatically when you finish a short or long rest.
You can use this feature once, and you regain expended uses when you finish a short or long rest.
Potent Cantrip (Level 3)
You are able to rewrite your prepared cantrips so that your damaging cantrips can affect even creatures that avoid the brunt of the effect.
When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
Empowered Evocation (Level 6)
You are able to enhance your evocation spells with destructive power.
When you cast a wizard evocation spell, you can add your Intelligence modifier to one damage roll.
Overchannel (Level 10)
When you cast a wizard spell of 1st to 5th-level that deals damage, you can choose to deal maximum damage with that spell. You must decide to do this before you roll damage for your spell.
You can use this feature once, and you regain expended uses when you finish a long rest.
School of Illusion
School of Illusion (Level 1)
As an Illusion Wizard, you gain the following features:
Arcane Schools
You gain the following features for your favored and clashing magic schools.
Favored School
You have a talent for reading the glyphs and symbols of illusion magic. The gold and time you must spend to write a divination spell into your spellbook is halved.
Clashing School
You find it more difficult to make sense of the sigils and writing structure of conjuration magic. The gold and time you must spend to write an spell into your spellbook is doubled.
Improved Minor Illusion
When you choose this school at 1st level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.
When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.
Malleable Illusions (Level 3)
Starting at 3rd level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.
Illusory Step (Level 6)
Beginning at 6th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate 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 long rest.
Illusory Reality (Level 10)
By 10th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, 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. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
The object can't deal damage or otherwise directly harm anyone.
School of Necromancy
School of Necromancy (Level 1)
As a Necromancy Wizard, you gain the following features:
Arcane Schools
You gain the following features for your favored and clashing magic schools.
Favored School
You have a talent for reading the glyphs and symbols of Necromancy magic. The gold and time you must spend to write a divination spell into your spellbook is halved.
Clashing School
You find it more difficult to make sense of the sigils and writing structure of Evocation magic. The gold and time you must spend to write a spell into your spellbook is doubled.
Grim Harvest
At 1st level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.
Loyal Spirit
At 1st level add the find familiar spell to your spellbook if it is not there already, this does not count against your total number of spells. Once per long rest you can substitute the corpse of a small or tiny best for the normal 10gp in incense. In this instance your familiar is treated as an undead and not a beast. If reduced to 0 hp the corpse is destroyed and the familiar is dispelled and must be resummoned. You can use this feature once per long rest.
Inured to Undeath (Level 3)
Beginning at 3th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
Undead Thralls (Level 6)
At 6rd level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Whenever you create an undead using a necromancy spell, it has additional benefits:
The creature's hit point maximum is increased by an amount equal to your wizard level.
The creature adds your proficiency bonus to its weapon damage rolls.
Command Undead (Level 10)
Starting at 10th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
School of Recollection
School of Recollection (Level 1)
Wizards who follow the tradition of Recollection believe that powerful magic lies within the memories of all things, from the creatures of the lands to the objects and places of the world. These wizards, known as 'recollectionists' or 'memorists', study ways of tapping into the power that lies in memories, and learn how to see visions of the past, recall spells and magic, and can even cause others to relive their memories, be they pleasant or foul. One can often find followers of this tradition working as historians, archaeologists, or even as guardians of ancient items and structures lost to time.
Arcane Schools
You gain the following features for your favored and clashing magic schools.
Favored School
You have a talent for reading the glyphs and symbols of divination magic. The gold and time you must spend to write a divination spell into your spellbook is halved.
Clashing School
You find it more difficult to make sense of the sigils and writing structure of conjuration magic. The gold and time you must spend to write an spell into your spellbook is doubled.
Spell Recollection
Beginning when you choose this tradition at 1st level, you have unlocked a way to recall your arcane abilities. You can use this feature to cast a spell from your spellbook that you don't have prepared and that has a casting time of 1 action or 1 bonus action.
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
Relive Memories (Level 3)
Starting at 3rd level, you have attuned yourself to the memories you have seen, and those you will see. As an action, you can touch one willing living creature, corpse, item, object, or part of a terrain or structure to see its memories. While maintaining touch, you see visions of events that the creature has or had seen or visions of events that took place regarding the item, object, part of a terrain, or structure. These visions can include wispy images of creatures that have interacted with what you are touching, voices of creature or who have spoken near or to what you are touching, or images of what you are touching has seen or what it used to look like. If you choose to not focus on a particular vision, you gain a summary of basic information that transpired related to what you are touching, such as simple weather events, physical depictions of people who interacted with what you are touching, or pieces of events that happened. If you choose to focus on a particular element of the visions, such as a particular person or event, all other visions appear blurred and muffled to you, and you see clearer depositions of the vision you are focusing on.
For every minute you spend maintaining touch, you can see one day's worth of visions. This amount increases to months at 6th level and years at 10th level. You can use this ability a number of times equal to your Intelligence modifier per long rest.
Reminding Spell (Level 6)
By 6th level, you have learned how to cause a creature to remember a spell that it had cast upon it. As an action, choose a creature that you can see within 30 feet of you. If the creature is unwilling, it must make a Wisdom saving throw against your wizard spell save DC. On a failed save, or if the creature is willing, it experiences one spell of your choice that affected it within the past day. The spell must have been cast by you or a creature that is friendly to you, and you must have seen the creature be affected by the spell in order to choose it. The creature then magically remembers what it experienced under the effects of that spell, and it begins to experience spell's effects as if it had just been cast on them again. A spell with a duration longer than 1 round lasts until the end of the creature's next turn.
You can use this feature a number of times equal to your Intelligence modifier per long rest.
Thought Impression (Level 10)
At 10th level, your memories and thoughts have become firmly lodged in your mind, and your mind has strengthened even further. You can no longer forget any event, conversation, emotion, or experience that you witness, and any experiences that you had forgotten come back to you, and you can remember them with perfect clarity. The events, conversations, emotions, or experiences must have been witnessed after obtaining this feature. As well, they must be witnessed in-person, and not witnessed through a story or form of literature.
Esoteric Reminiscence (Level 10)
At 10th level, you can recall a particular spell that you had seen cast before and cast it as if you know it. Choose one spell that you had seen cast before. You then begin casting the spell using the same action or time of the spell's casting time, such as an action, bonus action, or one minute. The spell must be of a level that you can cast, though the spell does not have to be on the wizard's spell list for you to cast it. You can then cast the spell without material components or expending a spell slot, though all other parameters of the spell remain, such as making an attack roll or forcing a creature to make a saving throw.
Once you have used this feature, you cannot do so again until you finish a long rest.
School of Transmutation
School of Transmutation (Level 1)
As a Transmutation Wizard, you gain the following features:
Arcane Schools
You gain the following features for your favored and clashing magic schools.
Favored School
You have a talent for reading the glyphs and symbols of Transmutation magic. The gold and time you must spend to write a divination spell into your spellbook is halved.
Clashing School
You find it more difficult to make sense of the sigils and writing structure of Illusion magic. The gold and time you must spend to write a spell into your spellbook is doubled.
Minor Alchemy
Starting at 1st level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.
Transmuter's Stone (Level 3)
Starting at 3rd level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:
Darkvision out to a range of 60 feet.
An increase to speed of 10 feet while the creature is unencumbered.
Proficiency in Constitution saving throws.
Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit).
Each time you cast a transmutation spell of 1st level or higher, 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 (Level 6)
At 6th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.
Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
Master Transmuter (Level 10)
Starting at 10th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.
Major Transformation
You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
Panacea
You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.
Restore Life
You cast the raise dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.
Restore Youth
You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.
War Magic
War Magic (Level 1)
As a War Magic Wizard, you gain the following features:
Arcane Schools
You gain the following features for your favored and clashing magic schools.
Favored School
You have a talent for reading the glyphs and symbols of Evocation magic. The gold and time you must spend to write a divination spell into your spellbook is halved.
Clashing School
You find it more difficult to make sense of the sigils and writing structure of Enchantment magic. The gold and time you must spend to write a spell into your spellbook is doubled.
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.
Tactical Wit
Starting at 1st level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Dexterity modifier.
Power Surge (Level 3)
Starting at 3rd 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 of one). 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 turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.
Durable Magic (Level 6)
Beginning at 6th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.
Deflecting Shroud (Level 10)
At 10th 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 wizard level.