SIGNING IN

Points de Vie

Dés de Vie 1d6 par niveau

Maîtrises

INT , WIS

Wizard

Niveau Bonus de Maîtrise Capacités Cantrips Prepared Spells
1 + 2 Spellcasting Ritual Adept Arcane Recovery 3 4
2 + 2 Spellcasting Ritual Adept Arcane Recovery 3 5
3 + 2 Spellcasting Ritual Adept Arcane Recovery 3 6
4 + 2 Spellcasting Ritual Adept Arcane Recovery 4 7
5 + 3 Spellcasting Ritual Adept Arcane Recovery 4 9
6 + 3 Spellcasting Ritual Adept Arcane Recovery 4 10
7 + 3 Spellcasting Ritual Adept Arcane Recovery 4 11
8 + 3 Spellcasting Ritual Adept Arcane Recovery 4 12
9 + 4 Spellcasting Ritual Adept Arcane Recovery 4 14
10 + 4 Spellcasting Ritual Adept Arcane Recovery 5 15
11 + 4 Spellcasting Ritual Adept Arcane Recovery 5 16
12 + 4 Spellcasting Ritual Adept Arcane Recovery 5 16
13 + 5 Spellcasting Ritual Adept Arcane Recovery 5 17
14 + 5 Spellcasting Ritual Adept Arcane Recovery 5 18
15 + 5 Spellcasting Ritual Adept Arcane Recovery 5 19
16 + 5 Spellcasting Ritual Adept Arcane Recovery 5 21
17 + 6 Spellcasting Ritual Adept Arcane Recovery 5 22
18 + 6 Spellcasting Ritual Adept Arcane Recovery 5 23
19 + 6 Spellcasting Ritual Adept Arcane Recovery 5 24
20 + 6 Spellcasting Ritual Adept Arcane Recovery 5 25

Spell Slots per Spell Level

Niveau Bonus de Maîtrise Capacités 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Spellcasting Ritual Adept Arcane Recovery 2 0 0 0 0 0 0 0 0
2 + 2 Spellcasting Ritual Adept Arcane Recovery 3 0 0 0 0 0 0 0 0
3 + 2 Spellcasting Ritual Adept Arcane Recovery 4 2 0 0 0 0 0 0 0
4 + 2 Spellcasting Ritual Adept Arcane Recovery 4 3 0 0 0 0 0 0 0
5 + 3 Spellcasting Ritual Adept Arcane Recovery 4 3 2 0 0 0 0 0 0
6 + 3 Spellcasting Ritual Adept Arcane Recovery 4 3 3 0 0 0 0 0 0
7 + 3 Spellcasting Ritual Adept Arcane Recovery 4 3 3 1 0 0 0 0 0
8 + 3 Spellcasting Ritual Adept Arcane Recovery 4 3 3 2 0 0 0 0 0
9 + 4 Spellcasting Ritual Adept Arcane Recovery 4 3 3 3 1 0 0 0 0
10 + 4 Spellcasting Ritual Adept Arcane Recovery 4 3 3 3 2 0 0 0 0
11 + 4 Spellcasting Ritual Adept Arcane Recovery 4 3 3 3 2 1 0 0 0
12 + 4 Spellcasting Ritual Adept Arcane Recovery 4 3 3 3 2 1 0 0 0
13 + 5 Spellcasting Ritual Adept Arcane Recovery 4 3 3 3 2 1 1 0 0
14 + 5 Spellcasting Ritual Adept Arcane Recovery 4 3 3 3 2 1 1 0 0
15 + 5 Spellcasting Ritual Adept Arcane Recovery 4 3 3 3 2 1 1 1 0
16 + 5 Spellcasting Ritual Adept Arcane Recovery 4 3 3 3 2 1 1 1 0
17 + 6 Spellcasting Ritual Adept Arcane Recovery 4 3 3 3 2 1 1 1 1
18 + 6 Spellcasting Ritual Adept Arcane Recovery 4 3 3 3 3 1 1 1 1
19 + 6 Spellcasting Ritual Adept Arcane Recovery 4 3 3 3 3 2 1 1 1
20 + 6 Spellcasting Ritual Adept Arcane Recovery 4 3 3 3 3 2 2 1 1

Capacités de Classe

Niveau 1

Spellcasting
Ritual Adept
Arcane Recovery

Niveau 10

Subclass Feature

Niveau 12

Ability Score Improvement

Niveau 14

Subclass Feature

Niveau 16

Ability Score Improvement

Niveau 18

Spell Mastery

Niveau 19

Epic Boon

Niveau 2

Scholar

Niveau 20

Signature Spells

Niveau 3

Wizard Subclass

Niveau 4

Ability Score Improvement

Niveau 5

Memorize Spell

Niveau 6

Subclass Feature

Niveau 8

Ability Score Improvement

Progression d'Incantation

Progression d'Incantation: full

Progression des Tours de Magie

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Tours de Magie Connus 3 3 3 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5

Maîtrises

Weapons

simple

Skills

Équipement de Départ

Capacités de Classe

Spellcasting (Level 1)

As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class's description.

Cantrips

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

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

Spellbook

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

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

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

Spell Slots

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

Prepared Spells of Level 1+

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

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

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

Changing Your Prepared Spells

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

Spellcasting Ability

Intelligence is your spellcasting ability for your Wizard spells.

Spellcasting Focus

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

Expanding and Replacing a Spellbook

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

Copying a Spell into the Book

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

Copying the Book

You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.

Ritual Adept (Level 1)

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

Arcane Recovery (Level 1)

You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you're a level 4 Wizard, you can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.

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

Scholar (Level 2)

While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.

Wizard Subclass (Level 3)

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

Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.

Memorize Spell (Level 5)

Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.

Subclass Feature (Level 6)

You gain a feature from your Wizard Subclass.

Ability Score Improvement (Level 8)

You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.

Subclass Feature (Level 10)

You gain a feature from your Wizard Subclass.

Ability Score Improvement (Level 12)

You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.

Subclass Feature (Level 14)

You gain a feature from your Wizard Subclass.

Ability Score Improvement (Level 16)

You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.

Spell Mastery (Level 18)

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

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

Epic Boon (Level 19)

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.

Signature Spells (Level 20)

Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can't cast them in this way again until you finish a Short or Long Rest. To cast either spell at a higher level, you must expend a spell slot.

Multiclassage

Sous-classes

Capacités de Sous-classe

Abjurer

Abjurer (Level 3)

Shield Companions and Banish Foes

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

Abjuration Savant

Choose two Wizard spells from the Abjuration school, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Abjuration school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Arcane Ward

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

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

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

Projected Ward (Level 6)

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

Spell Breaker (Level 10)

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

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

Spell Resistance (Level 14)

You have Advantage on saving throws against spells, and you have Resistance to the damage of spells.

Academic Wizard

Academic Wizard Tradition (Level 3)

Expedient Spell Preparation (Level 6)

Starting at 6th level, you can prepare spells faster than usual. Preparing a new spell takes 1 round per spell level for you instead of the usual 1 minute per spell level.

Elevated Spell Power (Level 10)

Starting at 10th level, you attain an optimized form of spellcasting methodology, which makes your spells more powerful. Spells you cast are considered to be one spell slot level higher than their actual spell slot level.

Combined Spell Effects (Level 14)

Starting at 14th level, you learn how to apply spells so that their effects are combined. You can apply and stack the same magical effect of a spell to a target one additional time. Once you use this feature, you can't use it until you finish a long rest.

Academy Philosopher

Academy Philosopher (Level 3)

Mathematical Principles (Level 6)

Starting at 6th level, you have spent years solving complex mathematical equations, allowing you to shape your spells with precision and create pockets of safety for allies. When you cast a spell that affects other creatures that you can see, you may choose a number of them equal to your Intelligence modifier. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. Additionally, when you cast a spell that has an area of effect radius, you may choose to increase or decrease the radius by 5 feet.

Metaphysical Principles (Level 10)

Starting at 10th level, you gain new insights into the nature of causality. Whenever a creature casts a spell with a single target that you can see, you can use your reaction to choose a new target for the spell. The new target must be legal for that spell. Once you have used this feature, you may not use it again until you complete a short or long rest.

Magical Paradox (Level 14)

Starting at 14th level, you've spent years studying philosophical paradoxes, which allows you to work seemingly impossible feats with magic. Whenever you would lose concentration on a spell for any reason, you may choose to maintain concentration instead, as long as you are not incapacitated. You may use this feature a number of times equal to your Intelligence modifier, and you regain any expended uses after a long rest.

Academy Philosopher

Academy Philosopher (Level 3)

Mathematical Principles (Level 6)

Starting at 6th level, you have spent years solving complex mathematical equations, allowing you to shape your spells with precision and create pockets of safety for allies. When you cast a spell that affects other creatures that you can see, you may choose a number of them equal to your Intelligence modifier. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. Additionally, when you cast a spell that has an area of effect radius, you may choose to increase or decrease the radius by 5 feet.

Metaphysical Principles (Level 10)

Starting at 10th level, you gain new insights into the nature of causality. Whenever a creature casts a spell with a single target that you can see, you can use your reaction to choose a new target for the spell. The new target must be legal for that spell. Once you have used this feature, you may not use it again until you complete a short or long rest.

Magical Paradox (Level 14)

Starting at 14th level, you've spent years studying philosophical paradoxes, which allows you to work seemingly impossible feats with magic. Whenever you would lose concentration on a spell for any reason, you may choose to maintain concentration instead, as long as you are not incapacitated. You may use this feature a number of times equal to your Intelligence modifier, and you regain any expended uses after a long rest.

Acoustics

Acoustics (Level 3)

Echolocation (Level 6)

At 6th level, you have learned how to locate creatures via sound. As a bonus action, you can gain blindsight up to 60 feet by attuning to sounds and vibrations. This effect lasts until the beginning of your next turn, and you cannot use this effect while deafened.

You can use this ability a number of times equal to your Intelligence modifier per long rest.

Fine Tuning (Level 10)

By 10th level, you have attuned to the might of sonic waves. You gain resistance to thunder damage, and you gain immunity to the deafened condition.

Additionally, you add the silence spell to your spellbook, if it is not there already. You can cast silence without expending a spell slot. When you do so, you cast the spell centered on you and it moves with you, though you can still cast spells with verbal components while this spell is active. Casting silence in this way shortens the duration of the spell to 1 minute while maintaining concentration.

Once you cast silence 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.

Piano & Forte (Level 14)

At 14th level, you have mastered the art of sound manipulation. Whenever you cast a spell of 1st level or higher that deals damage, you can remove or amplify the sound the spell makes.

If you remove the sound, the spell is cast silently.

If you amplify the sound, creatures hit by the spell must make a Constitution saving throw. On a failed save, a creature takes thunder damage equal to your wizard level and is deafened until the end of their next turn, and takes half as much damage on a success. Creatures within 300 feet can hear the spell.

You can use both of these features once per short or long rest.

Alkemancer

Alkemancer (Level 3)

Essence Mastery (Level 6)

Beginning at 6th level, you can add one of the six fundamental essences to your spells as an additional material component at the cost of 1 gp per spell level. This doesn't increase the casting time of the spell or any of its other effects except as follows.

  • Adding brimstone to a spell that deals fire damage causes the flames to take on a bluish hue and to release irritating vapors. A creature damaged by the spell must also make a successful Constitution saving throw or become poisoned for a number of rounds equal to your Intelligence modifier (minimum of 1).

  • Adding lead to a spell that improves your armor class, such as mage armor or shield, increases the spell's AC bonus by 2. If the spell has a duration longer than 1 round, the duration also increases by a number of additional rounds equal to your Intelligence modifier (minimum of 1). Any visible spell effect modified with lead takes on a dull gray sheen.

  • Adding quicksilver to a spell that changes the form of a creature or an object, such as alter self or polymorph, increases the spell's duration by a number of minutes equal to your Intelligence modifier (minimum of 1). Spells with a duration briefer than 10 minutes, such as alchemical form, measure the increase in rounds instead of minutes. Any change in form modified with quicksilver is always accompanied by lustrous wisps or motes of silvery energy.

  • Adding quintessence to a necromantic spell that grants temporary hit points, such as false life or life hack, increases the temporary hit points gained by a number equal to twice your Intelligence modifier (minimum of 2). Adding quintessence to a spell doesn't change the spell's visible aspects.

  • Adding salt to a spell that deals acid damage gives the acid a pale, crystalline hue and causes it to become extremely painful. Any creature damaged by the spell must also make a successful Constitution saving throw or lose 1d4 points from its Strength and Dexterity scores (rolled separately). These lost points return automatically after a number of rounds equal to your Intelligence modifier (minimum of 1).

  • Adding void salt to a spell that deals necrotic damage causes the spell to shed palpable strands of darkness. Any creature damaged by the spell is also surrounded by a veil of cloying shadows and must make a successful Constitution saving throw or be restrained for a number of rounds equal to your Intelligence modifier (minimum of 1).

Craft Minor Elixir (Level 10)

Beginning at 10th level, you automatically learn the formulas for a number of elixirs, oils, philters, or potions of your choice equal to 1 + your Intelligence modifier (minimum of 1). You do not need to spend time or gold researching these formulas.

When brewing an elixir, oil, philter, or potion based on one of the formulas you obtained, you can add exotic alchemical reagents to the mixture at the cost of additional gold equal to half the potion's standard cost. If you do this, the resulting mixture is more powerful than normal: if the potion has an instantaneous effect (such as potions of healing), it automatically has its maximum effect; if the potion has a duration (such as a potion of giant strength), it lasts for twice its normal duration.

Path of the Golden Glower (Level 14)

Beginning at 14th level, you learn the secret formulas for brewing the fabled Six Elixirs, magical draughts of incredible potency and rarity. Each elixir takes a full year or more to create from exceedingly rare ingredients, but once finished and consumed or otherwise applied, each grants its user a permanent bonus of some sort.

Additionally, once you reach 14th level, you become so skillful at working with dangerous chemicals and reagents that you gain resistance to acid and poison damage and are immune to the poisoned condition.

Angelic Scribe

Angelic Scribe (Level 3)

Warding Seal (Level 6)

Beginning at 6th level, you can place warding seals to protect areas. This follows the procedure for scribing an angelic seal, but a warding seal must be fashioned on the ground, the floor, or a similarly suitable portion of a structure such as a wall, column, or ceiling. As an action, you can touch the seal to activate it. You must maintain concentration on the effect as if concentrating on a spell.

Once activated, a warding seal creates a spherical "safe space" that extends out to 30 feet around it, large enough to surround a small building or series of rooms of appropriate dimensions (a 22-foot cube, for example, or any space of approximately 11,000 cubic feet). An aberration, fey, fiend, or undead cannot physically cross the boundary, cast spells through it, or project its abilities across the boundary unless it makes a successful Charisma saving throw against your spell save DC. A creature that fails the saving throw can try again on its next turn. A creature that makes a sucessful save and moves across the boundary into the protected area isn't affected by the boundary while it remains inside (the boundary impedes only incoming entities and effects, not outgoing ones), but it must contend with the ward again if it leaves the area and tries to reenter.

Greater Seal (Level 10)

Starting at 10th level (or 8th level for a cleric), you can use an action to empower one of your active angelic seals or warding seals to greater effect. If you choose an angelic seal, its user typically gains the greater benefit of the seal for 1 minute (unless otherwise noted), replacing the normal benefit during that time. If you choose a warding seal, for the next hour a creature that fails its saving throw against the ward takes 6d6 radiant damage and automatically fails additional saves against the ward during this time.

You can use this ability twice, and you regain expended uses when you finish a short or long rest.

Angelic Wrath (Level 14)

At 14th level (or 17th level for a cleric), you add conjure celestial to your spellbook or your spells known if you don't already know it.

Additionally, you can use a bonus action to infuse your seals with angelic wrath. For 1 minute, you deal an additional 1d8 radiant damage with weapon attacks—and so does anyone within 30 feet of you that is in possession of one of your active seals.

You can't use this ability again until you finish a short or long rest.

Arbormancy

Arbormancy (Level 3)

Forested Strength (Level 6)

By 6th level, much like the trees in the forests, you work best when in cooperation with your allies. Whenever you or one or more of your allies within 15 feet of you is subject to an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to grant you or your allies to add your Intelligence modifier to the saving throw.

You can use this ability a number of times per long rest equal to your Intelligence modifier. This range ncreases to 30 feet at 10th level.

Wooden Elemental (Level 10)

At 10th level, you have learned how to summon creatures made of wood and bark to aid you in battle. Over the course of 1 minute, you use several pieces of bark and leaves as the material components to summon either a shambling mound or a wood woad. This summoned creature cooperates with you and your allies with the same rules for conjure elemental. At 14th level, you can use this feature to summon a treant.

Once you have used this feature, you cannot do so again until you finish a long rest.

Woodcraft Mastery (Level 14)

At 14th level, you have a mastery over the element of wood. Whenever you use your Forested Strength feature, you and your allies become covered in a protective layer of bark that provides them with a bonus to their AC equal to your Intelligence modifier until the end of their next turn.

Arcane Knight

Arcane Knight (Level 3)

Magical Warfare (Level 6)

Starting at 6th level, while your War Form is active, when you use your action to cast a cantrip, you can make one melee weapon attack as a bonus action.

Empowered Combat (Level 10)

By 10th level, you have become adept at fighting while casting spells. While you maintain concentration on a spell, once per turn, you can add your Intelligence modifier to your weapon's damage rolls.

Arcane War Form (Level 14)

By 14th level, you have learned how to infuse arcane energy into your War Form. Whenever you first summon forth your War Form, you can choose one of the following effects. Each effect lasts for the duration of your War Form.

Elemental Armor. You infuse your armor with elemental protection. Choose one of the following: acid, cold, fire, lightning, or thunder. You gain resistance to that damage type.

Arcane Strikes. You infuse your bonded weapon's strikes with elemental energy. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Once on each of your turns when you hit a creature with a weapon attack, you can deal an additional 2d8 damage of that damage type to the target.

Arcane Marksman

Arcane Marksman (Level 3)

Magical Gunsmith (Level 10)

By 10th level, you have further improved your Arcane Firearm. You can now have up two different properties from your Improved Arcane Firearm feature on your Arcane Firearm at a time.

Master Marksman (Level 14)

At 14th level, you have learned how to call your shots. As a bonus action, you can choose one target within range of your Arcane Firearm that you can see. Should you hit the target with your next ranged spell attack through your Arcane Firearm, you can deal additional damage of the spell's damage type equal to your wizard level.

You can use this feature a number of times equal to your Intelligence modifier per long rest.

Arcane Sentinel

Arcane Sentinel Tradition (Level 3)

Empowered Glyph (Level 6)

Starting at 6th level, you can inscribe the glyph of warding spell in an instant and make it more potent. Add the glyph of warding spell to your spellbook. You can cast the glyph of warding spell as an action without using a spell slot and reroll a number of the damage dice equal to your Intelligence modifier (minimum 1) when using the spell's explosive runes option. You must use the new rolls. Once you use this feature, you can't use it until you finish a long rest.

Tenacious Abjurations (Level 10)

Starting at 10th level, your abjuration spells become hard to dispel. An attempt to use the spells counterspell or dispel magic against your 3rd or lower level abjuration spells requires an ability check. All ability checks made to dispel an abjuration spell cast by you have disadvantage.

Logical Defense (Level 14)

Starting at 14th level, you can deduct the outcome of a threat directed at you. As a reaction, you can add your Intelligence modifier (minimum 1) as a bonus to your AC or a saving throw made against a spell.

Astrology

Astrology (Level 3)

Arcane Starlight (Level 6)

At 6th level, the light of the stars is yours to command. Whenever you successfully hit a creature with a spell attack roll, or a creature fails a saving throw against a spell you cast, you can use your bonus action to cause the creature to radiate starlight, and the creature is considered to be under the effects of the faerie fire spell until the beginning of your next turn. Once you have used this effect on a creature, that creature is immune to this effect for 24 hours.

You can use this feature a number of times equal to your Intelligence modifier per long rest.

Heavenly Attunement (Level 10)

By 10th level, you have gained the ability to imitate the strength of heavenly bodies. When you finish a long rest, you can choose one of the following abilities, which lasts until you finish the next long rest:

Sun's Warmth: You gain resistance to fire damage, and you are immune to the blinded condition.

Moon's Grace: You gain resistance to cold damage, and you are immune to the charmed condition.

Star's Brilliance: You gain resistance to radiant damage, and you are immune to the frightened condition.

Planet's Might: You gain resistance to bludgeoning damage, and you cannot be knocked prone.

Constellation Spell (Level 14)

At 14th level, you can connect others through your spells like stars connected through a constellation. Whenever you cast a spell of 1st level or higher that affects a single target and requires a spell attack roll and successfully hit a target, you can choose to direct the same spell at another target within the spell's range, using the first target as the starting point for the spell. Roll another spell attack roll. If the spell successfully hits the second target, you can continue to repeat this process up to a number of creatures equal to your Intelligence modifier. If you manage to hit a number of creatures equal to your Intelligence modifier, you regain a spell slot equal to half the level of the spell slot used, rounded up (minimum 1).

Once you have used this feature, you cannot do so again until you finish a long rest.

Augmented Familiar Tradition

Augmented Familiar Tradition (Level 3)

Magic-empowered strikes (Level 6)

At 6th level, your familiar's natural weapons count as magical for the purpose of overcoming resistance or immunity to non-magical weapons.

Morphable Familiar (Level 6)

At 6th level, your familiar can use a bonus action to transform into a different animal form listed in find familiar.

Cantrip Echo (Level 10)

At 10th level when you cast a wizard cantrip your familiar can cast that cantrip on their next turn. The familiar's spell attack bonus is your proficiency modifier + your intelligence modifier and their spell save DC is 8 + your proficiency bonus + your intelligence modifier. Your familiar casts the cantrip as if a creature of 1st level.

Delegate Concentration (Level 14)

Starting at 14th level, when you cast a spell that requires concentration you can choose to have your familiar concentrate for you if they are within 100 feet of you. When you do so you can not cast another spell that requires concentration without causing your familiar to stop concentrating. Your familiar otherwise follows the normal rules for concentration.

Auroracraft

Auroracraft (Level 3)

Scintillating Wizardry (Level 6)

At 6th level, your spells emulate the ever-shifting patterns of the auroras. When you cast a spell and the spell deals cold, fire, lightning, psychic, or radiant damage, you can substitute that damage type with one other type from that list.

Ionization (Level 10)

At 10th level, the fundamental nature that forms the auroras gives you greater understanding of your abilities and surrounding space. When you use your Wondrous Veil feature, you can cause one of the following effects:

  • Positivity.

    You immediately teleport to an unoccupied space adjacent to a creature of your choice within 60 feet of you that you can see.

  • Negativity.

    A creature of your choice within 60 feet of you that you can see immediately teleports to an unoccupied space adjacent to you. An unwilling creature must make a Wisdom saving throw against your wizard spell save DC to resist this effect.

Curtain of Lights (Level 14)

Upon reaching 14th level, when you use your Wondrous Veil feature, you now create a 10-foot tall intangible curtain of light in an area you choose within 120 feet, which lasts until the end of your next turn. The area of the curtain consists of up to a number of spaces equal to your wizard level, which you can arrange as you wish. Each space must have at least one face adjacent to the face of another.

The curtain sheds bright light in a 5-foot radius and dim light for an additional 10 feet. When you or an allied creature starts its turn in an area of bright light created by this effect, they gain one of the following effects, depending on the effect of your Wondrous Veil feature, detailed below:

  • Ephemeral Veil.

    The creature gains resistance to the damage of the first attack against it until the start of its next turn.

  • Resilient Veil.

    The creature regains a number of hit points equal to half your wizard level.

    You also gain one additional use of your Wondrous Veil feature and can regain one additional use of it when you use your Arcane Recovery feature.

Beguiler

Beguiler (Level 3)

Sneak Spell (Level 6)

Starting at 6th level, you know how to strike subtly with a spell and exploit a foe's distraction. Once per turn, you can deal extra damage equal to your Intelligence modifier (minimum of 1) to one creature you hit with a spell attack from a wizard cantrip if you have advantage on the attack roll.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll or your target has made a saving throw against one of your enchantment or illusion spells since the beginning of your last turn.

The amount of the extra damage increases when you reach certain levels in this class: to double your Intelligence modifier at 11th level, and triple your Intelligence modifier at 17th level.

Master Deceiver (Level 14)

Beginning at 14th level, you are immune to the charmed condition.

In addition, when you are concentrating on an enchantment or illusion spell that affects one creature and that creature dies or falls unconscious, you can use your reaction to target a new creature with the spell for the remainder of its duration, until you lose concentration, or become incapacitated by any means. If the spell requires the target to make saving throw, the new target attempts the saving throw before the spell's conditions take effect.

Bibliomancy

Weaver of Words (Level 6)

You become a master of all words. You learn all languages available to characters in the campaign.

Customized Spell (Level 10)

You can alter the structure of a spell to incorporate a creature's name. Pick a spell in your spell book that has a Verbal component, requires Concentration, and is level 1+. When you prepare that spell, you can name a specific, willing creature other than yourself. If that creature is the only target of the spell, you can cast the spell on it without needing to maintain Concentration.

Master of Words (Level 14)

When you prepare spells, pick two spells from levels 1 to 5 to weave into a linked, powerful spell you can prepare as a single spell. The level of the linked spell is equal to the combined level of the two spells chosen and can't exceed 6.

The chosen spells must have a Verbal component and must have a casting time of one action.

As a Magic action, you can cast the linked spell, and the effects of both spells occur at the same time.

Bladesinger

Bladesinger (Level 3)

Wield Weapon and Wizardry in Elegant Tandem

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

Bladesinging is associated with the ancient elven societies that first mastered the art and coined the term. Even today, most Bladesingers still hail from old elven realms, such as Myth Drannor, or from non-elven societies that share land and history with elves, such as the Silver Marches. Wherever they hail from, Bladesingers take their talents all across the Realms to help common people and perform heroic deeds. Most communities greet the arrival of a Bladesinger as a good omen.

Bladesong

As a Bonus Action, you invoke an elven magic called the Bladesong, provided you aren't wearing armor or using a Shield.

The Bladesong lasts for 1 minute and ends early if you have the Incapacitated condition, if you don armor or a Shield, or if you use two hands to make an attack with a weapon. You can dismiss the Bladesong at any time (no action required).

While the Bladesong is active, you gain the following benefits. You can invoke the Bladesong a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You regain one expended use when you use Arcane Recovery.

Agility

You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1), and your Speed increases by 10 feet. In addition, you have Advantage on Dexterity (Acrobatics) checks.

Bladework

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

Focus

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

Training in War and Song

You gain proficiency with all Melee Martial weapons that don't have the Two-Handed or Heavy property. You can use a Melee weapon with which you have proficiency as a Spellcasting Focus for your Wizard spells.

You also gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Performance, or Persuasion.

Extra Attack (Level 6)

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your Wizard cantrips that has a casting time of an action in place of one of those attacks.

Song of Defense (Level 10)

When you take damage while your Bladesong is active, you can take a Reaction to expend one spell slot and reduce the damage taken by an amount equal to five times the spell slot's level.

Song of Victory (Level 14)

After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.

Bladesinging

Bladesinging (Level 3)

Extra Attack (Level 6)

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Song of Defense (Level 10)

Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level.

Song of Victory (Level 14)

Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.

Blood Mage

Blood Mage (Level 3)

Blood Vision (Level 6)

A blood mage of 6th level or higher can see a moment of the past through the eyes of a creature by consuming its blood. Upon ingesting a small amount of the blood of another creature, the wizard becomes stunned. While stunned, he or she experiences one of the creature's memories through its own eyes. (The memory may or may not be about the incident that caused it to bleed.)

Once a blood mage has consumed a creature's blood for this Purpose, the creature is immune to further uses of this ability.

Absorb Toxins (Level 10)

A blood mage of 10th level or higher can absorb a poison or a disease from another creature, living or dead, and turn it to his or her use. By exposing a fresh wound to a source of disease or poison, the wizard can safely absorb it and store it, dormant, in his or her bloodstream. The blood mage can then inflict the disease or poison on another creature by spitting a stream of blood at it. As an action, the wizard makes a ranged spell attack. On a hit, the target is exposed to the disease or poison and must proceed with any saving throws required.

If the wizard does not pass the disease or poison along to another living creature within three days, it becomes active in the body, and the wizard must make the first two saving throws required by the disease or poison with disadvantage.

Thicken or Quicken Blood (Level 14)

A blood mage of 14th level or higher can turn another creature's blood into sludge, hampering the creature, or can thin it out, giving the creature extra mobility. As an action, the wizard can cause a Touched creature that fails a Constitution saving throw to become affected as if by a slow spell—or, alternatively, to gain the effect of a haste spell. The duration of either effect is a number of rounds equal to the blood mage's Intelligence modifier. The target of the haste effect can intentionally fail the saving throw.

The blood mage can use this ability once, regaining the use of it upon finishing a long rest.

Blood Magic

Blood Magic (Level 3)

Bond of Mutual Suffering (Level 6)

At 6th level, when a creature you can see hits you with an attack, you can use your reaction to bind your vitality to the attacker and force them to share your pain. The attacker takes damage equal to the damage you took.

This feature cannot be used against constructs or undead. You can use this feature once. You must finish a short or long rest before you can use it again.

Glyph of Hemorrhaging (Level 10)

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

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

Bond of Mutual Suffering (14th Level) (Level 14)

At 14th level, you can use this feature twice between rests.

Thicker than Water (Level 14)

Upon reaching 14th level, the blood that flows through your veins is empowered with arcane vigor that mends wounds and helps preserve your life. Whenever a spell or magical effect causes you to regain hit points, you regain an additional number of hit points equal to your proficiency bonus.

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

Blood Magic

Blood Magic (Level 3)

Blood Vision (Level 6)

At 6th level, you gain the ability to see a moment of the past through the eyes of a creature whose blood you consume. When you ingest the blood of another creature, you are stunned for 1 round. During that time, you experience a memory of the creature through its own eyes which may or may not be of the incident that caused it to bleed. The older the blood, the foggier and more obscure the memory is likely to be.

Once you have consumed a creature's blood in this way, the same creature's blood will never again produce a memory for you.

Absorb Impurities (Level 10)

Starting at 10th level, you can absorb poisons or diseases from another creature, living or dead, and turn it to your use. By exposing a fresh cut to a source of disease or poison, you can safely absorb it, storing it in your bloodstream, dormant. You can then inflict it on another by spitting a stream of blood at them. As an action, make a ranged spell attack. On a successful hit the target is exposed to the disease or poison and must proceed with whatever saving throws are required.

In three days, if you do not pass the disease or poison along to another living creature, it becomes active in your bloodstream. You make the first two saving throws required by the disease or poison with disadvantage.

Mire or Quicken Blood (Level 14)

At 14th level, a blood mage can turn other creatures' blood into sludge or he can thin it once per day. As an action, he can cause a creature that fails a Constitution saving throw to become slowed. Alternately, he can cause a creature that fails a Constitution saving throw to gain the effects of haste. The target can intentionally fail the saving throw. The duration of either effect is a number of rounds equal to your Intelligence modifier.

Blue Magic

Blue Magic (Level 3)

Improved Copy Spell (Level 6)

At 6th level, your ability to acquire spells has improved. You can now use your Copy Spell feature a number of times per long rest equal to your Intelligence modifier, and you retain knowledge of any spell acquired via this feature until you complete a long rest.

Replicating Mage (Level 10)

By 10th level, you have become a master of learning spells unconventionally. Whenever you use your Copy Spell feature, you can choose to learn the spell permanently. The spell is considered a wizard spell for you, though you can only add it to your spellbook if it is a wizard spell. Otherwise, you learn the spell as if it were a wizard spell you always have prepared, and you can cast it provided that you have available spell slots with which to cast it.

You can learn up to four spells in this manner. If you attempt to use this feature again to learn a fifth spell, your oldest learned spell is forgotten by you.

Stolen Magic (Level 14)

At 14th level, you have learned how to steal a spell away from its caster. Whenever a creature within 60 feet of you that you can see begins to cast a spell, you can use your reaction to force that creature to make an Intelligence saving throw against your wizard spell save DC. On a failed save, the creature loses control over the spell, and the spell slot is expended as if it had been cast by them. You can then immediately cast the spell by using the spell slot the original caster had expended to cast it.

Once you have used this feature, you cannot do so again until you finish a long rest.

Cantrip Adept

Cantrip Adept (Level 3)

Potent Spellcasting (Level 6)

Starting at 6th level, you can add your Intelligence modifier to one damage roll of any wizard cantrip you can cast.

Adroit Caster (Level 10)

Starting at 10th level, if you cast a cantrip that doesn't deal damage or a cantrip that has an effect in addition to damage, such as the speed reduction of the ray of frost spell, that cantrip or effect has twice the normal duration.

Empowered Cantrips (Level 14)

Starting at 14th level, once per turn, when you cast a wizard cantrip that deals damage, you can deal maximum damage with that spell. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Cartomancy

Cartomancy (Level 3)

Cardreader (Level 6)

At 6th level, you learn how to read the future via cartomancy. Over the course of 1 minute, you can read a creature's fortune using a set of playing cards. At the end of the minute, you draw a card, either at random from a deck of playing cards or by rolling a d12, and the creature is affected by a fortune based on the card's rank for the next hour, as seen on the Fortune Telling table.

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

Shuffle & Draw (Level 10)

At 10th level, you can redraw your hand. Whenever you use your Cardcasting feature, as part of the same bonus action used to draw cards, you can reshuffle the cards drawn back into your deck, or reroll on the Card Rank and Card Suit tables. You must use cards from the new hand of cards drawn.

Additionally, when you use your Cardcasting feature, you can choose up to two of the cards drawn to take effect at once, and when you use your Cardreader feature, you can draw two cards or roll twice, choosing which card takes effect.

Outdraw (Level 14)

By 14th level, you have become attuned to card magic. Once per long rest, as an action, you can draw five cards from your deck of cards, or roll five times on both the Card Rank and Card Suit tables, as listed in your Cardcasting feature. When you do so, you can choose any number of the cards drawn to immediately take effect.

Chaos

School of Chaos (Level 3)

Twisted Arcana (Level 6)

Starting at 6th level, when you cast a spell that causes damage, you can infuse the spell with greater power by channeling chaos through yourself. You make this choice after determining whether the spell has been successful (i.e., after making a spell attack roll) but before determining damage. If you invoke twisted arcana, roll 1d6 + 1; this is the maximum number of your spell's damage dice you can reroll. You can reroll any number of damage dice up to that maximum, and you must use the rerolled results.

In addition, the type of damage your spell causes is replaced randomly. Use the Damage Type table to determine the spell's new damage type.

Using this ability causes a chaos magic surge. You must finish a long rest before you can use this ability again.

Damage Type

Shifting Resistance (Level 10)

Beginning at 10th level, when you cast a chaos magic spell, you gain resistance to a random damage type for a number of rounds equal to 1 + your Intelligence modifier (minimum 1). You can choose to cause a chaos magic surge as part of your casting; if you do, roll twice on the Damage Type table and choose the type you prefer, then determine the effect (if any) of the chaos magic surge. You must finish a long rest before you can use this ability again.

Master of Chaos (Level 14)

Starting at 14th level, anytime you cause a chaos magic surge, you regain one use of long odds, twisted arcana, or shifting resistance without taking a long rest. In addition, every time you cast a chaos spell, you gain temporary hit points equal to your Intelligence modifier + the spell's level.

Chessmaster

Chessmaster (Level 3)

Staunton Strategy (Level 6)

At 6th level, you have learned how to magically assist your allies by replicating the abilities of chess pieces. You can use your bonus action (or reaction for Protect the King) to activate one of the following effects. Each effect has a range of 30 feet, increasing to 60 feet at 14th level. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and regain all uses once you finish a long rest. You can only have one effect active at a time.

Pawn Roller (Level 10)

At 10th level, your experience with chess and tactics has allowed you to recognize patterns your opponents make. Whenever you use your Tactical Magic feature on an unwilling creature, you can attempt to deduce its next course of action. Make a Wisdom (Insight) check, contested by the creature's choice of their Charisma (Deception) or Wisdom (Insight). If you succeed, you gain a +3 bonus to your AC and saving throws against effects that creature imposes on you until the start of your next turn.

Rook's Charge (Level 14)

By 14th level, you have mastered the humiliating finishing move. As an action, you can see every possibility, identify the key target, and finalize their defeat. Choose a creature within 120 feet of you. That creature must make an Intelligence saving throw against your spell save DC to decipher your foolproof plan. On a failure, the target automatically fails the next saving throw you force them to make before the end of your next turn.

Once a creature fails this saving throw, you can't use this feature again until you finish a long rest.

Chronurgist

Chronurgist (Level 3)

Command the Passage of Moments as a Temporal Artisan

Chronurgists focus on manipulating the flow of time itself, bending reality to their will with expert precision. Harnessing anticipatory dunamis energy, these mages adjust the pace of events like a virtuoso commanding an instrument, granting themselves and their allies an edge in the blink of an eye.

Chronal Shift

You can magically exert limited control over the flow of time around a creature. As a Reaction, after you or a creature you can see within 30 feet of you makes a D20 Test, you can force the creature to reroll. You can use this ability twice, and you regain any expended uses when you finish a Long Rest.

Temporal Awareness

Your talent for glimpsing various possible outcomes enhances your combat readiness. You gain Advantage on Initiative rolls.

Momentary Stasis (Level 6)

As a Magic action, you can force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature has the Incapacitated condition and has a Speed of 0.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of 1). You regain all expended uses when you finish a Long Rest.

Arcane Abeyance (Level 10)

When you cast a spell with a casting time of an Action using a spell slot of level 4 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 has Immunity to Poison and Psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.

A creature holding the bead can take the Magic action to release the spell within, whereupon the bead disappears. The spell uses your 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 14)

You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes a D20 Test, you can take a Reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

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

Chronurgy Magic

Chronurgy Magic (Level 3)

Momentary Stasis (Level 6)

6th-level Chronurgy Magic feature

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

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 10)

10th-level Chronurgy Magic feature

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 14)

14th-level Chronurgy Magic feature

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

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.

Clocksmith

Clocksmith (Level 3)

Magical Repair (Level 6)

By 6th level, whenever you expend a spell slot to cast a spell of 1st level or higher whenever you are within 30 feet of your constructed companion, your constructed companion regains hit points equal to half your wizard level (rounded down).

Arcane Cooperation (Level 10)

At 10th level, you and your companion have learned how to work even closer together. When your constructed companion is within 5 feet of a hostile creature, that creature can't make opportunity attacks against you.

Construct Mastery (Level 14)

By 14th level, you have further improved your constructed companion. Over the course of a short rest, you can transform your constructed companion into a size Large creature. When you do so, it adds your proficiency bonus to its weapon damage rolls. Over the course of a short rest, if your constructed companion is a size Large creature, you can transform it back into a size Medium creature.

In addition, you may now merge yourself into the body of your companion. While your constructed companion is within 5 feet of you, you can use a bonus action to cause your companion's body to expand and merge around you. This change lasts for 1 minute.

While in this merged state, you gain the following benefits:

When your constructed companion is reduced to 0 hit points, you are ejected to the nearest unoccupied space within 5 feet of your companion and are knocked prone.

Once you have used this feature, you cannot do so again until you finish a long rest.

Clockwork Mage

School of Clockwork (Level 3)

Metal Shape (Level 6)

When you reach 6th level, you gain the ability to reshape metal with a touch. When you grasp a piece of metal of Small size or smaller, you can alter its form into any shape that suits your purpose. The item must be in your hands and under your control; you can't, for example, reshape a piece of armor or a weapon that's being worn or wielded by someone else. To create a specific object, such as a key or mechanical component, you must be completely familiar with it. Thus you could replicate a key that you had in your possession for an extended period of time, but you could not create a working key based on seeing the lock alone.

Objects you create can have up to two hinges and a latch, but finer mechanical detail is not possible. This effect can be used to repair metal as per the spell. You may use this feature once before completing a long or short rest.

Golem Form (Level 10)

Beginning at 10th level, you can transform yourself as an action into a living construct for up to 1 minute per level. You retain your Intelligence, Wisdom, and Charisma and the ability to speak and cast spells. You can transform into a golem or clockwork creature whose CR is less than or equal to your current level in this class. Otherwise, this ability functions as the druid's Wild Shape ability.

Clockwork Mastery (Level 14)

Starting at 14th level, you can use magic to bring constructs under your control. As an action, you can compel one creature you can see within 60 feet of you to make an Intelligence saving throw against your wizard spell save DC. This is a magical effect. If the saving throw fails, the construct becomes friendly to you and obeys your commands for 1 hour, until you use this ability again, or until it takes damage from you or one of your allies. If the saving throw fails by 5 or more, the duration is extended to 6 hours or until one of the other conditions is fulfilled. When the effect ends, the construct is aware it was controlled by you.

Cohesion of The Primal

Cohesion of The Primal (Level 3)

Foresaying (Level 6)

Those that study the primal have a way of seeing the connections between the past and the future, or between individuals. These connections are imagined as knotted cords and with experience, a primal wizard can see and understand many such connections and use this knowledge to further their own actions. At 6th level, you become able to influence the future, based on your understanding of the past.

Dreamer. Having some awareness of the future, you ensure you are always well prepared. If you spend 1 minute, you may cast any spell that targets only yourself, but save its activation for later. After having used this foresaying ability, you may activate that spell at any time, as a reaction. You may only activate a foresaying ability once per long rest and you may only have one such spell active at a time.

Seeker. You remove an enemy's power in the present by having them forget something important from their past. After hitting an opponent with a ranged or melee attack, you may use your bonus action to remove a prepared spell from their list. If they have cast a particular spell on a previous turn, you may pick that spell to be removed. Otherwise the spell removed is selected at random:

  • Lower level spells are removed before higher level spells.

  • Innate spellcasting is also affected. Lower power spells (such as 3/day) are removed before more powerful spells (such as 1/day).

Turn of Fate (Level 10)

At 10th level, your knowledge of the knotted cords has increased, better preparing you to weather the hazards of Grimnir.

Dreamer. You are now able to use your foresaying ability a number of times equal to your Intelligence modifier per long rest. Additionally, when you use your reaction to activate this feature, roll a 1d4. A result of 4 means that the foresaying spell is still active and can be used again as a reaction on another turn.

Seeker. You may elect to neutralize a spell. When you or an ally within 10 feet are hit by a single target spell you may use a reaction and spend a spell slot of equal (or higher level) to the hostile spell. Doing so, negates all damage and effects from that spell. You must make the decision to use this ability after any saving throws are rolled but before damage is rolled or the results of the saving throw rolls are made.

Cord & Curse (Level 14)

By 14th level, both dreamers and seekers have gained tremendous expertise that serves them well, especially in trials of arcane combat.

Dreamer. You have become very proficient at working your way through the fate cords affecting you. If your concentration is about to be broken, you may use a reaction to prevent this. To do so you may immediately cast another spell that requires concentration (using your reaction). You must have a spell available to cast. If so, you are now maintaining both spells. Subsequent concentration checks are made with disadvantage. You may only use this ability once per long rest.

Seeker. You have refined your abilities to prevent rival spellcasters from unleashing deadly magic on the battlefield. When you damage a target with a spell, you can use a bonus action to afflict the target with a spellcurse. If so, the target is not aware of this curse, but the next time they attempt to cast any spell (including innate spellcasting) they must make a Constitution save against your spell save DC. If they fail the check, the spell fails, and they lose the ability to cast that particular spell for the remainder of the day. You may use this feature a number of times equal to your Intelligence modifier and you regain expended uses after a long rest.

Cohesion of the Primal

Cohesion of the Primal (Level 3)

Foresaying (Level 6)

Those that study the primal have a way of seeing the connections between the past and the future, or between individuals. These connections are imagined as knotted cords and with experience, a primal wizard can see and understand many such connections and use this knowledge to further their own actions. At 6th level, you become able to influence the future, based on your understanding of the past.

Dreamer

Having some awareness of the future, you ensure you are always well prepared. If you spend 1 minute, you may cast any spell that targets only yourself, but save its activation for later. After having used this Foresaying ability, you may activate that spell at any time, as a bonus action. You may only have one Foresaying spell active at a time and may only use your Foresaying ability a number of times equal to your Intelligence modifier. After that you must finish a long rest to use this feature again. If you have not cast your Foresaying spell when you take a long rest, it is lost.

Seeker

You remove an enemy's power in the present by having them forget something important from their past. After hitting an opponent with a ranged or melee attack, you may use your bonus action to try to disrupt their spellcasting. If the target fails an Intelligence saving throw (with the DC equal to your spell save DC) they lose a prepared spell from their list. If they have cast a particular spell on a previous turn, you may pick that spell to be removed. Otherwise, the spell removed is selected at random:

  • Lower-level spells are removed before higher level spells.

  • Innate spellcasting is also affected. Lower power spells (such as 3/day) are removed before more powerful spells (such as 1/day).

Turn of Fate (Level 10)

At 10th level, your knowledge of the knotted cords has increased, better preparing you to weather the hazards of Grimnir.

Dreamer

When you cast your Foresaying spell, roll a d4. A result of 4 means that the Foresaying spell is not expended and can be triggered again later.

Seeker

You may elect to neutralize a spell. When you or an ally within 10 feet of you are hit by a single target spell you may use a reaction and spend a spell slot of equal (or higher level) to the hostile spell. Doing so causes the spell to fail and have no effect. You must make the decision to use this ability after any saving throws are rolled but before damage is rolled—or the results of the saving throw rolls are revealed.

Cord & Curse (Level 14)

By 14th level, both dreamers and seekers have gained tremendous expertise that serves them well, especially in trials of arcane combat.

Dreamer

You have become very proficient at working your way through the fate cords affecting you. When you fail a concentration check you may use your reaction to immediately cast another spell that requires concentration. You must have a valid spell available to cast and its normal casting time must be no longer than one action. If these conditions are met, you automatically succeed with the concentration check and are now maintaining both spells. Subsequent concentration checks are made with disadvantage while you are concentrating on both spells. Once you use this feature, you can't do so again until you finish a short or long rest.

Seeker

You have refined your ability to prevent rival spellcasters from unleashing deadly magic on the battlefield. When you damage a target with a spell, you can use a bonus action to afflict the target with a spellcurse. While afflicted with the curse, the target is not aware of it and the first time they attempt to cast any spell (including innate spellcasting) they must make a Wisdom save against your spell save DC. If they fail the check, the spell fails, and they lose the ability to cast that particular spell for the remainder of the day. You may use this feature a number of times equal to your Intelligence modifier and you regain expended uses after a long rest.

Community College

Budget Education (Level 3)

Minor Focus (Level 3)

Cram Study (Level 6)

6th-level Community College Wizard feature

By 6th level, you have become well-accustomed to accomplishing a week's worth of research in a single day's time. At the end of a short rest, you can replace up to one of your prepared spells with another spell you know.

Additionally, when you use your Arcane Recovery feature at the end of a short rest, the spell slots you regain can have a combined level that is equal to or less than half of your wizard level +2 (rounded down), to a maximum of 5th level.

Adjunct Lessons (Level 10)

10th-level Community College Wizard feature

At 10th level, you are an expert at learning from the experiences of others—or just copying their notes. If you spend an hour studying the actions of another creature, you become proficient in two skills or tools that creature is proficient in. If that creature has at least one class level, you can instead choose to gain the minor focus corresponding to one of that creature's classes of your choice.

You can only gain the benefits of one Adjunct Lesson at a time, losing any proficencies, spells, or features from your oldest lesson as soon as you gain a new one. Similarly, if you do not observe a creature for at least 10 minutes before the end of each 24 hour period, you lose the benefits of its lesson.

Accelerated Graduation (Level 14)

14th-level Community College Wizard feature

At 14th level, you complete your introductory studies in wizarding, gaining a cursory knowledge of every field of arcane study. You gain the 2nd level arcane tradition features of two of the following colleges: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. When you finish a long rest, you can choose to replace the 2nd level features of one of these colleges with another college of your choice.

In addition, you receive an enchanted diploma in 1d10 days which grants you access and some degree of esteem in most libraries, scriptoriums, and universities.

Concealment

Concealment (Level 3)

Mobile Caster (Level 6)

At 6th level, you've become more agile, and you've developed a knack of casting spells while moving. Once on each of your turns, when you cast a spell with a casting time of one action, you can use your bonus action to take the Disengage or Hide action.

Stealth Mage (Level 14)

At 14th level, you gain the ability to know when you have been detected. You automatically know when you have been detected, either through a creature's senses or through the use of magic, though you don't necessarily know which.

Conjurer

Conjurer (Level 3)

Call Forth Beings from Far Realms

As a Conjurer, you excel at spells that manifest objects and beings from nothingness. Whether summoning a creature to aid you in battle or calling forth dense fog to obscure and confound, your magic manipulates the fabric of reality. With growing mastery, you gain the ability to traverse vast distances and planes in the blink of an eye, bending space to your will.

Conjuration Savant

Choose two Wizard spells from the Conjuration school, each of which must be no higher than level 2. and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Conjuration school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Conjure Familiar

Your knowledge in the art of conjuration allows you to materialize an animal-shaped assistant.

  • Find Familiar
  • Free Conjuration

Minor Conjuration

As a Bonus Action you can conjure 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 6)

You can use a Magic 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 level 1+ to regain its use.

Focused Conjuration (Level 10)

While you are Concentrating on a Conjuration spell, your Concentration can't be broken as a result of taking damage.

Durable Summons (Level 14)

Any creature that you summon or create with a Conjuration spell has Temporary Hit Points equal to twice your Wizard level.

Courser Mage

Courser Mage (Level 3)

Spell Arrow (Level 6)

Beginning at 6th level, you can imbue an arrow you fire from a longbow or shortbow with magical energy. As a bonus action, you can expend a 1st-level spell slot to cause the next arrow you fire to magically deal an extra 2d4 force damage to the target on a hit. If you expend a spell slot of 2nd level or higher, the extra damage increases by 1d4 for each slot level above 1st.

Pinpoint Weakness (Level 10)

At 10th level, when you hit a creature with an arrow imbued by your Spell Arrow feature, your next ranged weapon attack against that creature has advantage.

Multitudinous Arrows (Level 14)

Starting at 14th level, you can attack twice, instead of once, whenever you take the Attack action with a longbow or shortbow on your turn. If you use your Spell Arrow feature, you can imbue both arrows with arcane power by expending one spell slot. If you imbue two arrows with this feature, you can't cast spells other than cantrips until the end of your next turn.

Cryomancy

Cryomancy (Level 3)

Ice Manipulation (Level 6)

At 6th level, you have learned how to wield frost and ice in different ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for the casting with the power of ice. The effect depends on the spell slot you expend.

An additional 1st-level spell slot can infuse a spell with the power of the ice. If you roll damage for the spell when you cast it and the spell deals cold damage, increase the damage against every target by 2d12 cold damage. If the spell can deal damage on more than one turn, it deals this extra cold damage only on the turn you cast the spell.

An additional 2nd-level spell slot can increase the strength of the spell. If the spell you cast deals cold damage, the cold damage ignores resistance to cold damage and treats immunity to cold damage as resistance.

An additional 3rd-level spell slot can increase the effectiveness of the spell. If the spell you cast deals cold damage and requires a spell attack roll, you have advantage on the spell attack roll. If the spell requires a target to make a saving throw, the target makes the saving throw against the spell at disadvantage.

Freezing Form (Level 10)

By 10th level, you have acclimated to frost. You have advantage on saving throws against spells or creature abilities that deal cold damage, and you ignore difficult terrain caused by snow or ice.

Additionally, your movement speed cannot be reduced as a result of taking cold damage.

Frost Mastery (Level 14)

At 14th level, you have mastered the power of ice. You add the investiture of ice spell to your spellbook, if it is not there already. You can cast investiture of ice without expending a spell slot. When you do so, the spell does not require concentration.

Once you cast investiture of ice 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.

Cult of the Alienist

Cult of the Alienist (Level 3)

Alien Anatomy (Level 6)

Starting at 6th level, your body begins to excrete a thin, nearly transparent layer of mucus. You have advantage on checks and saving throws against being grappled or restrained. In addition, this slime is psionically active, and any creature who attempts to grapple or restrain you must make a Wisdom save or be charmed or frightened of you (your choice) for 1 minute, or until it takes damage.

Symbiotic Bond (Level 10)

Beginning at 10th level, your body becomes more reliant on its symbiotic companion. As long as your personal symbiont is attached to you, you have advantage on all saving throws against magic.

Otherworldly Summons (Level 14)

At 14th level, you can summon a creature from beyond common understanding. You add the conjure aberrations spell to your spellbook. This is a wizard spell for you. Only Alienists are capable of understanding the mad scrawlings that make up this spell, and a wizard from any other school would be unable to decipher and copy it into their spellbook.

Daemonologist

Daemonologist (Level 3)

Steal Scraps of Divine and Infernal Power

Through theological study, or perhaps an induction into a secretive cabal, Daemonologists have learned to cast divine magic without the need for faith or bargains. Their spellbooks are scribed with prayer fragments and blasphemous hymns, enabling them to siphon scraps of power from both Arch Seraphs and Arch Daemons. From their heretical research, they've come to believe such otherworldly beings are two sides of the same divine kin.

Daemonology is rarely practiced. If the nature of their abilities is discovered, they risk being persecuted not only by superstitious folk but also by celestial and infernal powers.

Fair and Foul

The spells listed below can be added to your spellbook for no cost when you reach the associated level.

Each time you finish a Long Rest, choose whether you are siphoning power from Arch Daemons or Arch Seraphs. You can prepare the spells listed for your Wizard level and lower, but not those from the opposite faction.

Arch Daemon
Wizard LevelSpells

3

Bane, Toll the Dead

5

Fear

7

Dark Sacrament

9

Geas

Stolen Secrets

You have uncovered or stolen secret power from agents of the Arch Daemons and Arch Seraphs. You gain one Eldritch Invocation of your choice.

Prerequisites

If an invocation has a prerequisite, you must meet it to learn that invocation. If an invocation has a Warlock level prerequisite, you use your Wizard level instead. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Wizard level 5.

Replacing and Gaining Invocations

Whenever you gain a Wizard level, you can replace one of your invocations with another one for which you qualify. You can't replace an invocation if it's a prerequisite for another invocation that you have.

You gain an additional invocation when you reach Wizard levels 6 and 14.

You can't pick the same invocation more than once unless its description says otherwise.

Intelligent Invocations

You can use your Intelligence modifier instead of your Charisma modifier for your invocations.

Borrowed Tongues and Hides (Level 6)

Your ability to siphon power from Celestials and Fiends is enhanced. You gain the following benefits.

Arch Daemon Boon

While you are siphoning power from Arch Daemons, you have Resistance to Necrotic damage. In addition, Fiends that know languages can understand your speech and you can understand theirs, even if you do not share a language.

Arch Seraph Boon

While you are siphoning power from Arch Seraphs, you have Resistance to Radiant damage. In addition, Celestials that know languages can understand your speech and you can understand theirs, even if you do not share a language.

Switch Sides

As a Bonus Action, you can change which power you are siphoning from. Once you switch, you can't do so again until you finish a Long Rest.

Unearthly Countenance (Level 10)

As a Bonus Action, you adopt an infernal or celestial countenance for 10 minutes. For the duration, your appearance gains aspects of the power you choose. You gain the following benefits.

Commanding Presence

You have Advantage on Charisma checks.

Improved Spells

When you expend a spell slot to cast a spell from the Arch Daemon or Arch Seraph table, the spell is cast as if you had spent a spell slot of one level higher.

Unearthly Wings

You gain a Fly Speed of 60 feet.

Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5+ spell slot (no action required).

Eternal War Eruption (Level 14)

You use the powers at your command to call forth warring celestials and infernals. As a Magic action, you summon a manifestation of the war between Arch Daemons and Arch Seraphs in a 30-foot-radius Sphere centered on a point within 120 feet of yourself.

Each creature in the Sphere must make a Charisma saving throw against your spell save DC. On a failed save, a creature takes 4d10 Necrotic damage, 4d10 Radiant damage, and has the Blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.

As part of the same action, you can change the power you are siphoning from, and you also regain 1 Wizard spell slot of your choice of 5th level or lower.

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

Dagger Wizard

Dagger Wizard (Level 3)

Sacrificial Syphon (Level 6)

At 6th level, you are able to siphon back the power you lost through sacrifice, willing or otherwise. As a bonus action, you can make a single melee attack with a weapon you are proficient with using your spellcasting modifier to hit and deal damage. You regain half the damage dealt as health.

You are able to perform this act a number of times equal to your intelligence modifier, and regain all expended uses after a long rest.

Blood Power (Level 10)

At 10th level, you are able to regain magical power by sacrificing your life energy. As a bonus action, you can sacrifice hit points in exchange for spell slots up to level 3. The amount of hit points sacrificed is equal to the level of the spell times 3.

Infinite Engine (Level 14)

At 14th level, once per turn when you reduce a creature to 0 hit points using a spell of 1st level or higher, you regain hit points equal to the level of the spell times 5.

Dimensionalism

Dimensionalism (Level 3)

Quick Step (Level 6)

At 6th level, you know how to move you or your allies in the blink of an eye when in danger. When either you or an ally that you can see within 30 feet of you take damage, you can use your reaction to cause either yourself or your ally to teleport up to 30 feet to an unoccupied space you can see.

Once you use this feature on a creature, you can't use it again until your finish a short or long rest.

Expert Teleporter (Level 10)

By 10th level, you have become adept at teleporting far distances. As an action, you and a number of willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn't an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.

Once you have used this feature, you cannot do so again until you finish a long rest.

Dimension Trap (Level 14)

By 14th level, you know how to trap your enemy within a series of rifts and portals. As an action, choose a creature that you can see. That creature must make a Wisdom saving throw or be pulled into a portal that transports the target into another plane. The creature disappears and hurtles through another plane.

At the beginning of your next turn, the target returns to an unoccupied space of your choice within 60 feet of you and immediately must make another Wisdom saving throw or be pulled back into another portal. This effect continues for 1 minute or until the target succeeds on a saving throw against this ability.

Once you have successfully used this feature, you can't use it again until you finish a long rest.

Diviner

Diviner (Level 3)

Learn the Secrets of the Multiverse

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

Divination Savant

Choose two Wizard spells from the Divination school, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Divination school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Portent

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

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

Expert Divination (Level 6)

Casting Divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination spell using a level 2+ spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you expended and can't be higher than level 5.

The Third Eye (Level 10)

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

Darkvision

You gain Darkvision with a range of 120 feet.

Greater Comprehension

You can read any language.

See Invisibility

You can cast See Invisibility without expending a spell slot.

Greater Portent (Level 14)

The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. Roll three d20s for your Portent feature rather than two.

Doomsayer

Doomsayer (Level 3)

Terrible Power (Level 6)

Starting at 6th level, whenever you score a critical hit with a spell attack, choose one of the following two effects:

  • Every creature affected by the spell must make a successful Wisdom saving throw or become frightened of you until the end of its next turn.

  • Every creature affected by the spell must make a successful Constitution saving throw or become poisoned until the end of its next turn.

Merciless Onslaught (Level 10)

Starting at 10th level, you have advantage when making spell attack rolls against creatures that are frightened or poisoned.

Power from Darkness (Level 14)

Beginning at 14th level, your spell attacks score critical hits when the attack roll is a natural 19 or 20.

Doomsayer

Doomsayer (Level 3)

Mortality's Fear (Level 6)

At 6th level, you can call upon the fearful presence of doom to your enemies. Once per turn, whenever a creature fails a saving throw against a spell that you cast of 1st level or higher, that creature becomes frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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.

Destruction's Wrath (Level 10)

At 10th level, you have learned how to bring forth the destructive power of your spells. Your spell attacks score a critical hit on a roll of 19-20.

Doom's Persistence (Level 14)

By 14th level, the dread of doom will come, even if you are not there to see it. When you are reduced to 0 hit points but not killed outright, any active spell that you had cast before you were reduced to 0 hit points that has a duration longer than Instantaneous continues as if you are still concentrating on the spell.

Dracomage

Dracomage (Level 3)

Mighty Breath (Level 6)

At 6th level, the power of your draconic breath can create a secondary effect based on the breath's damage type. You can choose the breath's damage type after rolling the dragon dice.

  • Acid:

    For each 6 you roll on the dragon dice, affected creatures that fail their saving throw also take a −1 penalty to AC until the end of your next turn.

  • Cold:

    Affected creatures that fail their saving throw also have their speed reduced by 10 feet until the end of your next turn.

  • Fire:

    For each 6 you roll on the dragon dice, roll another d6 and add it to the total fire damage dealt by the breath.

  • Lightning:

    Affected creatures can't take reactions until the end of your next turn.

  • Poison:

    For each 6 you roll on the dragon dice, choose an affected creature that failed its saving throw: that creature deals only half damage with weapon attacks that use Strength until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it whenever you finish a short or long rest.

Arcane Resilience (Level 10)

Starting at 10th level, when you're subjected to an effect that deals acid, cold, fire, lightning, or poison and allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Draconic Summon (Level 14)

By 14th level, you can use a bonus action to conjure forth the visage of a Large dragon, which is obviously illusory. The dragon lasts for 1 minute or until you lose your concentration (as if you were concentrating on a spell). It also ends early if it's ever more than 120 feet away from you. The illusion appears in an unoccupied space that you can see within 30 feet of you.

When you summon the dragon, and again as a bonus action on each of your turns, you can move it up to 30 feet and command it to use one of the following options. Each option requires you to expend a number of dragon dice, as specified below.

  • Bite or Claws (1 dragon die)

    The dragon bites or lashes out with its spectral claws. Make a melee spell attack against a target within 5 feet of it. On a hit, the target takes force damage equal to 2d6 + your Intelligence modifier.

  • Dragon's Breath (1 or more dragon dice)

    The dragon unleashes your draconic breath from its mouth, as if you were in its space.

  • Terrifying Roar (3 dragon dice)

    The dragon lets out a powerful roar that frightens nearby creatures. Each hostile creature within 15 feet of the dragon must succeed on a Wisdom saving throw or be frightened of the dragon until the start of your next turn. A creature that can't hear is immune to this effect.

  • Wing Attack (2 dragon dice)

    The dragon beats its wings to create a powerful gust of wind originating from it in a 15foot cone. Each creature within the area must succeed on a Strength saving throw or be pushed up to 15 feet away and branding smiteed prone.

The dragon uses your spell save DC and spell attack bonus for these options. When you move the dragon, you can move it up to an additional 30 feet by expending 1 dragon die.

Whenever you expend 1 or more dragon dice to command or move the dragon, the dragon also exudes an instantaneous aura of bravery: each friendly creature within 15 feet of the dragon when you expend the dragon dice has advantage on saving throws against being frightened until the start of your next turn.

Dragon Mage

Dragon Mage (Level 3)

Invoke Dragon Heart (Level 6)

Starting at 6th level, you can invoke a magic Dragon heart. You use a bonus action and expend a spell slot to invoke the heart, which lasts for 3 rounds for each level of the expended spell slot. The Dragon heart remains as long as you are not Incapacitated, until you use a bonus action to dismiss or replace it, or until the duration expires. The heart is a translucent magical force, in the form of a beating heart, which covers your chest. Your body is still visible through the heart.

While you wear your Dragon heart, you receive the following benefits:

  • You have a bonus to Wisdom and Charisma saving throws equal to your Intelligence modifier (minimum of +1).

  • You gain temporary hit points equal to twice your wizard level. These temporary hit points are lost when your heart is no longer active.

  • You gain a breath weapon attack. You can use an action to shoot a 30-foot-long, 5-foot-wide line of energy (dealing your choice of acid, cold, fire, or lightning damage) from your Dragon heart in a direction you choose. Each creature in the line must make a successful Dexterity saving throw or take 4d6 damage of the chosen type. The damage type cannot be changed while your current Dragon heart is active.

  • As a bonus action, you can expend an additional spell slot to augment the damage of your next Dragon heart breath weapon attack. The damage increases by 2d6 for each level of the expended spell slot, and you can add 10 feet of length to the line for each level of the expended spell slot.

Invoke Dragon Wings (Level 10)

Starting at 10th level, you can invoke a set of magical Dragon wings. You use a bonus action and spend a spell slot to invoke the Dragon wings, which last for 2 rounds per level of the spent spell slot. The Dragon wings remain as long as you are not Incapacitated, until the duration ends, or until they are dismissed or replaced by using a bonus action.

While you wear your Dragon wings, you receive the following benefits:

  • Your speed increases by 10 feet, and you gain a flying speed equal to your walking speed.

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

  • You have advantage on any melee or ranged spell attack rolls.

  • As a bonus action, you can spend an additional spell slot to augment your wings. Until the start of your next turn, you can add 5 feet of additional speed for each level of the expended spell slot spent. Additionally, you can choose one creature within 10 feet of you for each level of the expended spell slot, and ranged attacks against those creatures are made with disadvantage.

Invoke Dragon Tail (Level 14)

Starting at 14th level, you can invoke a magic Dragon tail. You use a bonus action and expend a spell slot to invoke the tail, which lasts for 1 round per level of the spent spell slot. The Dragon tail remains as long as you are not Incapacitated, until you use a bonus action to dismiss or replace it, or until the duration expires. The Dragon tail is a translucent magical force, in the form of a 15-foot-long appendage capable of striking with great impact.

While you wear your Dragon tail, you receive the following benefits.

  • You are immune to the grappled condition.

  • You are have proficiency with Strength and Dexterity saving throws and any ability checks using Strength.

  • In addition, you can use your Intelligence modifier instead of the normal modifier for those saving throws and checks.

  • You gain a tail slam attack. As an action, you make a separate melee spell attack against each target within 15 feet of you. On a hit, the target takes bludgeoning damage equal to 3d10 + your Intelligence modifier. A creature hit by this attack is pushed up to 10 feet away from you and knocked prone unless it succeeds on a Strength saving throw against your spell save DC. This attack counts as magical for the purpose of overcoming a target's immunity or resistance to bludgeoning damage.

  • As a reaction, you can make a tail slam attack against a creature that moves to within 15 feet of your tail.

  • As a bonus action, you can spend an additional spell slot to augment your Dragon tail. Until the start of your next turn, your Dragon tail's slam attack damage increases by 1d10 per level of the spell slot spent. In addition, you heal yourself for 3 hit points per level of the spell slot spent.

Dream Cartography

Dream Cartography (Level 3)

Descent into the Depths (Level 6)

Starting at 6th level, you learn to drag others with you into your dreams. Whenever you cast a spell of 1st level or higher while you have access to your dreamscape spellbook you can use your bonus action to enter a harmless dreamscape until the end of your next turn, reappearing at a location of your choosing within 30 feet of the point of your departure. You can touch a creature when you enter, bringing them with you. Neither of you can use actions or take damage while in this dreamscape. If you cannot reappear at the point you chose, you are shunted to the nearest open location and take 10 force damage.

In the Place Beyond (Level 10)

At 10th level, your dreams come to you even in your waking moments. You can now access your dreamscape spellbook while you are in either dim light or darkness.

Additionally, you can choose to cast spells as though you were located at any point that you can see within 15 feet of your current location, provided that location is within dim light or darkness.

The End of Sleep (Level 14)

At 14th level, you have encountered the dreams of a powerful entity and have learned the secrets of the universe from its ancient mind. This could be the Keeper of the Depths or another eldritch being that defies comprehension. Regardless of its nature, it offers you power over your dreams in exchange for the sacrifice of blood.

When you cast a spell of 6th level or higher using a spell slot, you can choose to recover all expended uses of your Upon the Veil of Night feature. When you do this, target one humanoid creature within 60 feet of you that you can see. If there are no other targets available, you must target yourself. The target must make a Wisdom saving throw against your wizard spell save DC. If they fail, they take 8d10 psychic damage as the eldritch entity feasts upon their mind. If they are slain by this damage, their body is consumed and they vanish into the dreamscape, leaving only magical items behind.

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

Dust Svant

Tongue of the Demon (Level 3)

Eye of the Demon (Level 3)

Servant of Dust (Level 6)

6th-level Dust Savant Feature

At 6th level, you gain the service of a minor fiend to aid you in your pursuit of power. You learn the find familiar spell and add it to your spell book. When you cast the spell, your familiar is always a fiend and you can choose for it to be either an imp or a quasit.

Dust Secret (Level 6)

6th-level Dust Savant Feature

Also at 6th level, you learn long-lost arcane secrets. Choose a number of 1st and 2nd level spells that are in your spell book such that the sum of their spell levels does not exceed your Intelligence modi&er (minimum 1). For example, if you have a 16 (+3) Intelligence you can choose either three 1st level spells or one 1st level spell and one 2nd level spell. You can cast these spells as rituals even if they do not have the ritual tag. You can change the spells you have selected, following the rules above, when you increase your level in this class.

Fiendish Bargins (Level 10)

10th-level Dust Savant Feature

At 10th level, you learn how to use the souls of willing mortals in your magic. As an action, you can invoke a &endish bargain with a humanoid you can see within 30 feet of you. That creature can use its reaction to expend any number of hit dice. If it does, you regain an expended spell slot of a level up to the number of hit dice spent. If this reduces the creature to 0 hit dice, it gains a level of exhaustion. Once you use this feature, you cannot do so again until you complete a short or long rest.

Dominate Fiend (Level 14)

14th-level Dust Savant Feature

At 14th level, when you cast an enchantment spell that normally targets only humanoids, such as charm person, calm emotions, or hold person, you can choose for the spell to target fiends instead. You can use this feature a number of times equal to your Intelligence modi&er (minimum 1) and regain all expended uses when you finish a long rest.

Whispers of the Overlords (Level 14)

14th-level Dust Savant Feature

Also at 14th level, you add the spell commune to your spell book. You can not prepare it, but you can cast it as a ritual. Once you do so, you cannot cast it again until you finish a long rest. It is otherwise considered a wizard spell for you.

When you cast commune, you reach out to the Lords of Dust and their masters. These beings have their own goals and may attempt to manipulate you into serving them with selective truths.

Elemental Binder

Elemental Speech (Level 3)

Elemental Companion (Level 3)

Elemental-Bound Focus (Level 6)

6th-level Elemental Binder Feature

At 6th level, you can temporarily bind an elemental to an arcane focus. The binding lasts for one minute. You can bind a willing elemental, typically your companion, as an action. Alternately, you can bind an unwilling elemental within 5 feet of you as a reaction when it is reduced to 0 hit points. When the binding ends, the elemental returns to its plane of origin. Your arcane focus must have a Khyber dragonshard worth at least 100 gp as part of it. When you bind an elemental to your focus, you can choose one of the following effects, the effect depends upon the elemental type:

  • Air. While holding the focus, you can cast the gust cantrip and saving throws against your spells that deal lightning damage are made at disadvantage.

  • Earth. While holding the focus, you can cast the mold earth cantrip. In addition, you have advantage on spell attacks provided that both you and your target are standing on earth or stone.

  • Fire. While holding the focus, you can cast the control flames cantrip. In addition, you can add your Intelligence modi&er (minimum +1) to the damage of one die of your spells that deal &re damage.

  • Water. While holding the focus, you can cast the shape water cantrip. In addition, you can cause your spells to 2ow like water—when you cast a spell with an area of effect, you can choose a number of 5-foot squares equal to your Intelligence modi&er (minimum 1) and exclude them from the area of effect.

Elemental Graft (Level 10)

10th-level Elemental Binder Feature

At 10th level, you permanently fuse elemental essence into your own body. Choose an element to infuse yourself with. You can summon an elemental companion of that type at will, and it will remain inde&nitely unless dismissed or destroyed. In addition, you gain a bene&t based upon the element you have selected:

  • Air. When hit by a ranged weapon attack, you can use your reaction to impose disadvantage on ranged weapon attacks—including the triggering attack—until the beginning of your next turn. In addition, you take half damage from falling.

  • Earth. You gain a +1 bonus to AC and have advantage on saving throws to avoid being knocked prone or moved against your will.

  • Fire. You gain resistance to &re damage, and your movement increases by 5 feet.

  • Water. You gain the ability to breathe water and a swim speed equal to your movement. When you use your Elemental-Bound Focus feature with an elemental of the same type as your graft, the binding lasts for 10 minutes instead of 1 minute.

Control Bound Elemental (Level 10)

10th-level Elemental Binder Feature

Also at 10th level, you can control bound elementals such as those used in elemental galleons, airships, earthsleds, and the lightning rail without having the appropriate dragonmark. To control such an elemental, you must remain in contact with the dragonshard that it is bound to and concentrate as if on a spell.

Elemental Soul (Level 14)

14th-level Elemental Binder Feature

At 14th level, you can bind an elemental to yourself instead of into an arcane focus. The binding lasts for one minute, or ten minutes if the elemental is of the same type as your Elemental Graft. You can bind a willing elemental, including your companion, as an action. Alternately, you can bind an unwilling elemental within 5 feet of you as a reaction when it is reduced to 0 hit points. When the binding ends, the elemental returns to its plane of origin.

The effect of binding an elemental to yourself depends upon the elemental type:

  • Air. You gain a fly speed equal to your movement speed and you can hover.

  • Earth. You gain tremorsense in a 30-foot-radius.

  • Fire. You are immune to fire. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 2d6 fire damage.

  • Water. Melee attacks against you are made with disadvantage.

Elementalist

Elementalist (Level 3)

Substitue Elements (Level 6)

Beginning at 6th level, you can draw elemental magic through your damage dealing spells and change the damage type to the one associated with your elemental focus.

Elemental Mastery (Level 6)

You learn a third Elemental Mastery. You can also replace one mastery you know with a diffrent one.

Absorb Elements (Level 10)

Starting at 10th level, when you would take damage of the type associated with your elemental focus, you can use your reaction to take no damage, and you regain a number of hit points equal to half the damage that you would have taken.

You can use this ability before any resistance or immunity you have applies. You can use this ability a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Elemental Mastery (Level 10)

You learn a fourth Elemental Mastery. You can also replace one mastery you know with a diffrent one.

Irresistible Strike (Level 14)

At 14th level, your elemental damage spells are unstoppable. When you cast a spell that deals damage of the type associated with your elemental focus, you can ignore immunity to that damage type.

You can use this ability a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Elemental Mastery (Level 14)

You learn a fifth Elemental Mastery. You can also replace one mastery you know with a diffrent one.

Elementalist

Elementalist (Level 3)

Substitute Elements (Level 6)

Beginning at 6th level, you can funnel elemental essence through your damage-dealing spells. When you cast a spell that does damage, you can change the damage to the type associated with your focus elemental.

Absorb Elements (Level 10)

Starting at 10th level, when you would take damage of the type associated with your elemental focus, you can use a reaction to take no damage and regain a number of hit points equal to half the damage you would have taken.

You can use this ability even if you have resistance or immunity to that damage type from another source. You can use this ability a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Irresistible Strike (Level 14)

At 14th level, your elemental damage spells are unstoppable. Your spells that deal damage of the type associated with your elemental focus ignore immunity to that damage type.

You can use this ability a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Enchanter

Enchanter (Level 3)

Subjugates Hearts and Minds with a Whisper

As an Enchanter, you have perfected the art of influencing minds and emotions with a mere word or gesture. Some Enchanters use their talents to spread peace, convincing aggressors to abandon their weapons and compelling the merciless to show compassion. Others wield their power to dominate, bending others to their will with magical force. Most Enchanters walk a fine line between benevolence and control, using their enchantments to shape the world around them.

Enchantment Savant

Choose two Wizard spells from the Enchantment school, each of which must be no higher than level 2. and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Enchantment school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Spellbound Grace

Your deep understanding and constant exposure to enchantment magic has infused your presence with a subtle, magical charm.

  • Proficiency

Hypnotic Gaze

Your soft words and enchanting gaze can magically enthrall a creature. As a Magic action, choose one creature 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 spell save DC or have the Charmed condition until the end of your next turn. While Charmed in this way, the creature has the Incapacitated condition, its Speed drops to 0, attack rolls against it have Advantage, and it appears visibly dazed.

On subsequent turns, you can use a Magic action to maintain this effect, extending its duration until the end of your next turn. The effect ends if you move more than 5 feet away from the creature, if the creature can no longer see or hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw, you can't use this feature again until you finish a Long Rest. You can also restore your use of it by expending a spell slot (no action required).

Instictive Charm (Level 6)

When a creature you can see within 30 feet of you makes an attack roll against you, you can take a Reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has the Charmed condition until the start of your next turn or until you or your allies deal damage to it, and the attack must target a different creature of your choice within range. Once you have used this feature, you can't use it again until you finish a Long Rest. On a successful save, this feature is not expended. You can also restore your use of it by expending a level 3+ spell slot (no action required).

Split Enchantment (Level 10)

When you cast an Enchantment spell using a level 1+ spell slot that can be cast with a higher-level spell slot to target an additional creature, you can increase its effective level by 1.

Alter Memories (Level 14)

You gain the ability to make a creature unaware of your magical influence on it. When you cast an Enchantment spell that inflicts the Charmed condition on 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 a Magic 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 Intelligence 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.

Entropist

Entropist (Level 3)

Twisted Arcana (Level 6)

Starting at 6th level, when you cast a spell that deals damage, you can infuse the effect with greater power by channeling chaos through yourself. You make this choice after determining that the spell has been successfully cast (by making a spell attack roll) but before rolling damage. If you decide to use this feature, roll a d6 + 1; this is the maximum number of your spell's damage dice you can reroll. You can reroll any number of damage dice up to that maximum, and you must use the rerolled results.

In addition, the type of damage your spell deals is replaced randomly. Use the Random Damage Type table to determine the spell's new damage type.

Random Damage Type

Using this feature has a chance of causing a chaos magic surge. You must finish a long rest before you can use this feature again.

Shifting Resistance (Level 10)

Beginning at 10th level, when you cast a chaos spell, you gain resistance to a random damage type for a number of rounds equal to 1 + your Intelligence modifier (minimum of 1). You can try to narrow the spell's focus to a damage type you prefer, but doing so has an element of risk; you can roll twice on the Random Damage Type table and choose the result you prefer, but you must also roll to see if a chaos magic surge occurs. You must finish a long rest before you can use this feature again.

Master of Chaos (Level 14)

Starting at 14th level, anytime you cause a chaos magic surge, you regain one use of Long Odds, Twisted Arcana, or Shifting Resistance without needing to finish a long rest. In addition, every time you cast a chaos spell, you gain temporary hit points equal to your Intelligence modifier + the spell's level.

Esoteric Plasmology

Esoteric Plasmology (Level 3)

Weird Magic (Level 6)

At 6th level, the mystical motions you perform when casting spells become fluid and warped, causing slime to drip from your fingertips with every gesture. Whenever you cast a spell, you can choose an unoccupied space within 10 feet of you. The coiling ooze from your hands assembles in this space, forming a 5-foot cube of colorful slime. This slime is immobile, provides half cover, has an AC of 6, and has hit points equal to your wizard level. The slime remains until you dismiss it (no action required) or it is destroyed.

As a bonus action, you can cause one of these slimes to extend a pseudopod to grab a creature within 5 feet of it. The target must make a Strength saving throw against your wizard spell save DC. If they fail, they are grappled by the cube. The DC to escape from the grapple is equal to your spell save DC.

Caustic Viscosity (Level 10)

At 10th level, the magic you wield becomes further infused with ooze. Whenever you cast a spell with a duration of "Instantaneous" that affects an area, you can use a bonus action to summon a mass of slime in the area. The ground within the area becomes difficult terrain for one minute, or until another spell is cast targeting the area that inflicts fire, cold, or necrotic damage. Creatures that end their turn within the area suffer 1d6 acid damage. You ignore the effects of this slime.

Cheerful Recollection (Level 14)

At 14th level, your mastery of the arts of esoteric plasmology has granted you a connection with the Gelatinous Convocation, allowing you to tap into their understanding of the world through the creatures they have gracefully consumed. Whenever you are in your primordial form, you can add your proficiency bonus to any skill or ability check you make.

Additionally, you learn to cast speak with dead as a ritual.

Evoker

Evoker (Level 3)

Create Explosive Elemental Effects

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

Evocation Savant

Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Potent Cantrip

Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Sculpt Spells (Level 6)

You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Empowered Evocation (Level 10)

Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.

Overchannel (Level 14)

You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity.

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

Familiar Master

Familiar Master (Level 3)

Strengthened Bond (Level 6)

Starting at 6th level, your magical bond with your familiar grows stronger. If your familiar has a trait or action that forces a creature to make a saving throw, it uses your spell save DC. In addition, you can access your familiar's senses by using either an action or a bonus action, and whenever your familiar is within 100 feet of you, it can expend its reaction to deliver any wizard spell you cast. If the spell has a range of 5 feet or more, you must be sharing your familiar's senses before casting the spell. If the spell requires an attack roll, ability check, or saving throw, you use your own statistics to adjudicate the result.

Arcane Amplification (Level 10)

Starting at 10th level, you can add your Intelligence modifier to one damage roll of any wizard spell you cast through your familiar. In addition, your familiar has advantage on saving throws against spells and other magical effects.

Companion Concentration (Level 14)

Starting at 14th level, when you are concentrating on a spell of 3rd level or lower, you can use an action to draw on your connection with your familiar to pass the burden of concentration onto it, freeing you up to concentrate on a different spell. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.

Familiar Master

Familiar Master (Level 3)

Servitor's Gift (Level 6)

Starting at 6th level, while you have a familiar, you gain a benefit based on its current form. You continue to gain this benefit when your familiar is transformed by your Arcane Evolution feature.

  • Bat. You can use a bonus action on your turn to gain blindsight out to a distance of 15 feet while you are not deafened.

  • Cat. When you land after jumping or falling, you can use your reaction to reduce falling damage to 0.

  • Crab. While you aren't wearing armor, your AC equals 12 + your Dexterity modifier.

  • Frog. Your jump distances are tripled.

  • Hawk. You have advantage on Wisdom (Perception) checks that rely on sight.

  • Lizard. You have resistance to poison damage.

  • Octopus. While you are grappled, you can use a bonus action to attempt to escape. When you attempt to escape from a grapple, you gain a bonus to your Strength (Athletics) or Dexterity (Acrobatics) check equal to your Intelligence modifier (minimum +1)

  • Owl. You gain darkvision out to a distance of 30 feet.

  • Poisonous Snake. When you hit a creature with a melee weapon attack, you deal an extra 1d4 poison damage.

  • Quipper. You have a swim speed of 30 feet, and the length of time you can hold your breath is doubled.

  • Rat. You have advantage on saving throws against poison and disease.

  • Raven. You add your proficiency bonus to death saving throws and know the spare the dying cantrip, which doesn't count against your total number of cantrips known. Intelligence is your spellcasting ability for this spell.

  • Sea Horse. You add your proficiency bonus to ability checks you make to control a creature as a mount, and you count as one size smaller than you are for the purposes of determining creatures you can use as a mount.

  • Spider. You have a climb speed of 30 feet.

  • Weasel. Squeezing doesn't require extra movement for you, and you can stand up from prone by spending 5 feet of movement.

Empower Familiar (Level 10)

Starting at 10th level, you can use a bonus action to grant your familiar a number of temporary hit points equal to twice your level in this class. When you do, you can also change the familiar's creature type and which form it takes from the list provided in the find familiar spell.

Once you use this feature, you must finish a short or long rest before you can use it again.

Servitor's Greater Gift (Level 14)

At 14th level, while you have a familiar, you gain a benefit based on its creature type.

  • Aberration. When you cast a spell that deals damage, you can choose to change its damage type to psychic. In addition, you have resistance to psychic damage.

  • Celestial. When you expend a spell slot to cast a spell or use your Arcane Evolution feature, you can choose a creature within 30 feet to regain hit points equal to your Intelligence modifier + the level of spell slot expended. In addition, you have resistance to radiant damage.

  • Construct. Critical hits made against you with nonmagical attacks become normal hits. In addition, you gain a +1 bonus to your AC.

  • Elemental. When you cast a spell that deals damage, you can choose to change its damage type to acid, cold, fire, lightning, or thunder damage. In addition, you can speak, read, and write Primordial.

  • Fey. When you expend a spell slot to cast a spell or use your Arcane Evolution feature, you can teleport a number of feet equal to 5 x the level of the spell slot expended. In addition, you have advantage on saving throws against being charmed or frightened.

  • Fiend. When you expend a spell slot to cast a spell or use your Arcane Evolution feature, you can choose a creature within 30 feet of you and deal cold, fire, or necrotic damage (your choice) to it equal to your Intelligence modifier + the level of spell slot expended. In addition, you have resistance to fire damage.

  • Undead. When you cast a spell that deals damage, you can choose to change its damage type to necrotic. In addition, you have resistance to necrotic damage.

Familiar Spellmaster

Familiar Spellmaster (Level 3)

Explosive Dismissal (Level 6)

At 6th level, you can unleash a wave of magical havoc when you dismiss your familiar or when it drops to 0 hit points. All creatures in a 15 foot radius circle centered on the familiar must make a Dexterity saving throw with a DC equal to your wizard spell DC. On a failed save, the target takes.

Spellthief (Level 10)

At 10th level, your familiar can steal the magic of enemy spellcasters. When your familiar hits an enemy with an attack, that enemy must make an Intelligence save with a DC equal to your wizard spell save DC. On a failed save, you select one spell that the target knows and can currently cast. They lose one use of that spell, and you gain the ability to cast that spell once for the next 24 hours without expending a spell slot or requiring material components.

Once used, you cannot use this feature again until you complete a short or long rest.

Direct Harm (Level 14)

At 14th level, as a reaction, you can redirect any damage you take to your familiar. This damage cannot exceed the familiar's maximum hit points + your Intelligence modifier

Familiarist

Familiarist (Level 3)

Bonded Transposition (Level 6)

The otherworldly bond between you and your familiar has grown. Starting at 6th level, you can use an action to switch places with your familiar, each instantly teleporting to the other's space, so long as you can see your Greater Familiar.

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

Arcane Coordination (Level 10)

Beginning at 10th level, while you are within 30 feet of your Greater Familiar and either you or your Greater Familiar is forced to make a saving throw, either of you can use your reaction to give the other advantage on their saving throw.

Archfamiliar (Level 14)

Your familiar towers over those of other wizards. Starting at 14th level, when you conjure your Greater Familiar, you can choose for its size to be Tiny, Small, Medium, or Large.

For each size category your Greater Familiar is above Tiny, its Strength score and total hit points each increase by 5.

Familiarist

Familiarist (Level 3)

Wizards who focus their arcane studies on the art of familiar summoning are referred to by many names, the most common being 'Familiarists' or 'daemoners'. What distinguishes them from general summoners is their extreme focus on familiars specifically, and the combat applications that these summoned spirits bring to the battlefield.

Familiarists push the boundaries of what a familiar can do for a Wizard, elevating them beyond the basic role of helper and making them an integral part of the Wizard's arcane practice. When in battle, the two move in perfect synchronicity to bring an onslaught of arcane and martial damage down upon their enemies.

There are accounts of master Familiarists who cultivate a bond with their familiar so deep that the edges between the two blur until becoming indistinguishable, while others hone their craft to a point where familiar and Wizard form not a duo but an army in and of themselves. No familiar is more of a partner and comrade-in-arms to its wizard than the enhanced familiar of a Familiarist.

Enhanced Familiar

Your familiarity with the arcane art of summoning familiars allows you to call forth a spirit in a form stronger than that of your fellow Wizards' familiars.

You know the Find Familiar spell, you always have it prepared, and it does not count against the number of spells you can prepare each day. You can cast Find Familiar with a casting time of one action a number of times per day equal to your Intelligence modifier. When you do so, you do not consume any material components in the casting of the spell, and the familiar you summon uses a different stat block and has abilities—outlined in this arcane tradition—that are not normally granted by the Find Familiar spell.

When you summon your Enhanced Familiar, you choose which abilities it has by selecting one of the available stat blocks. See the game statistics in the Enhanced Familiar stat blocks below, which use your Proficiency Bonus (PB) in several places. Your Enhanced Familiar takes the form of an animal, though with some telltale sign of its arcane nature. What kind of animal form it takes depends on which Enhanced Familiar stat block you choose. For example, choosing the Enhanced Familiar (Flying) stat block makes your Enhanced Familiar capable of flight, so it may take the form of an owl whose feathers sport the pattern of a shifting star map, or a great moth with the phases of the moon stamped on its wings.

In combat, your Enhanced Familiar shares your Initiative count, but takes its turn immediately after yours. It can move and use its Reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a Bonus Action on your turn to command the familiar to take a different action. The stat block chosen dictates which actions the Enhanced Familiar can take. If you're incapacitated, the Enhanced Familiar can take any action of its choice, not just Dodge.

If your Enhanced Familiar is reduced to 0 Hit Points, it disappears. You can cast the spell Find Familiar using this feature to summon it again. Whenever you cast the Find Familiar spell using this feature, you can choose to summon your Enhanced Familiar using a different Enhanced Familiar stat block.

You regain all uses of this feature at the end of a Long Rest.

Arcane Familiar

The arcane connection between you and your Enhanced Familiar allows you to use it as an extension of yourself in your own spellcasting. You can cast spells as though you were in the Enhanced Familiar's space, but you must use your own senses.

Combat Familiar (Level 6)

You and your Enhanced Familiar have become a deadly duo in battle.

Whenever you use a Bonus Action to command your Enhanced Familiar to make a melee attack as an action, it can attack twice, rather than once.

Additionally, your Enhanced Familiar can use its Reaction whenever it is within 5 feet of you or a creature attacking you to become the target of an attack targeting you.

Hero Familiar (Level 10)

The bond between you and your Enhanced Familiar is so strong that your very lives are bound together.

When your current Hit Point total is reduced to 0, your Enhanced Familiar can spend its Reaction to drop its own HP to 0 instead. However many Hit Points it had whenever it takes this Reaction are immediately passed on to you.

Once your Enhanced Familiar has taken this Reaction, it cannot do so again until you finish a Long Rest.

Exalted Familiar (Level 14)

At 14th level, you and your Enhanced Familiar have become as one, allowing it to use your own arcane power to become an even more threatening force in battle.

Whenever you cast a leveled spell that deals damage, your Enhanced Familiar can add an additional 1d8 damage to its attacks until the end of its next turn. The type of damage dealt is the same as the damage dealt by your spell.

Your familiar gains a +1 bonus to its AC. Whenever it makes a saving throw, the familiar may choose to use either its own ability score bonuses and proficiencies or yours. Whenever your Enhanced Familiar uses its Reaction to become the target of an attack targeting you, it can immediately make an attack against the creature targeting you as part of the same Reaction, provided said creature is within range of the Enhanced Familiar's attack.

Fleshwarping

Fleshwarping (Level 3)

Skin Alteration (Level 6)

At 6th level, you have learned how to change your body for any occasion. You add the alter self spell into your spellbook, if it is not there already. When you cast alter self, you can cast it as a bonus action, and can have up to two different effects active at the same time.

Additionally, as a bonus action, you can change the appearance of your skin to make you look younger, older, have a different skin color, or transform a part of your body to your liking, such as elongating your ears or shortening your nose.

Shielded Flesh (Level 10)

By 10th level, you have imbued your skin and flesh with magic to protect it. You become immune to any spell or effect that would alter your form that you are unwilling to be effected by.

Derma Mage (Level 14)

At 14th level, transforming flesh has become second nature to you. Whenever you cast a spell that affects multiple creatures, you can use your Skin Sculptor feature on more than one creature.

Flux Mage

Flux Mage (Level 3)

Nerves on Fire (Level 3)

Strength Through Pain (Level 6)

At 6th level, injuries make you stronger. When you take damage, you can use your reaction to gain temporary hit points equal to half the damage taken. You can use this feature three times, and regain all expended uses when you finish a long rest.

You can use this reaction on spells and other magical effects, but you don't expend a use of this feature when you do.

Residual Magic (Level 10)

Beginning at 10th level, when you cast a spell of 5th level or lower that was added to your spellbook in the last hour, the spell is cast as if you used a slot one level higher than the slot expended.

Flow of Energy (Level 14)

At 14th level, you can not only absorb the knowledge of spells that affect you, but redirect and multiply their power. When you take damage from a spell or other magical effect, you add the same amount of damage to the next spell damage roll you make before the end of your next turn.

If you take damage from multiple effects, you choose which amount you add to your next roll.

Force Missile Mage

School of Force Missile (Level 3)

Shield of Missiles (Level 6)

By 6th level, as an action expending one casting of magic missile, you can cast your missiles around you in a tight orbit, providing a deadly aegis from your foes. For 1 minute, your armor class equals 10 + the number of missiles orbiting you, which begins as the number of missiles fired, to a maximum of 8. Whenever an enemy ends its turn adjacent to you, a single missile strikes it, dealing damage as normal and decreasing the number of missiles orbiting you, and also decreasing your bonus to armor class. After using this ability, you may not use it again until you complete a short or long rest.

Bonus Missile (2) (Level 6)

At 6th level, when you cast the magic missile spell, you fire a 2 additional darts, as if the spell was cast using a higher level spell slot.

Energy Missile (Level 10)

By 10th level you have become intimately attuned to the energies that compose the spell magic missile and may alter them in significant ways. During casting, you may change the damage dealt by your magic missile to acid, cold, fire, or lightning.

Bonus Missile (3) (Level 10)

At 10th level, when you cast the magic missile spell, you fire a 3 additional darts, as if the spell was cast using a higher level spell slot.

Overpowering Missile (Level 14)

By 14th level, your missiles become especially potent. Your magic missile ignores resistance. If a creature is immune to your magic missile, or is under the effect of the shield spell, it is treated as only having resistance against it.

Additionally, your magic missile spell can deal maximum damage. After doing this, you cannot do so again until completing a long rest.

Bonus Missile (4) (Level 14)

At 14th level, when you cast the magic missile spell, you fire a 4 additional darts, as if the spell was cast using a higher level spell slot.

Fowlemancy

Fowlemancy (Level 3)

Goose's Mark (Level 6)

When a creature fails a saving throw against one of your spells, or you hit it with a spell attack, you can bind one of your tiny geese to the spell's target. An ethereal form of the tiny goose appears atop the creature, honking loudly and beating its wings in a distracting manner for 1 minute, or until you end it as a bonus action. The goose follows its target relentlessly and always knows where it is, unless that creature moves to another plane of existence, at which point the goose randomly picks a new target (friend or foe!) within 30 feet of it. For the duration, any attack roll against the creature has advantage if the attacker can see the goose atop it, and the affected creature can't benefit from being invisible.

This feature doesn't have any effect on spells that don't specify a target, such as fireball or hallucinatory terrain. If you cast a spell that specifies multiple targets, you can target every creature with this feature, but must expend a different goose for each.

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

Flock's Fury (Level 10)

You can call upon the aid of all your tiny geese in battle. As an action on your turn, if you have at least ten geese available to you, you can empty out the contents of your Bag O' Geese to conjure forth a flock of fury comprised of all the geese at your disposal. The flock surrounds you in a 10-foot radius sphere that moves with you and lasts for ten minutes, or until you use a bonus action to call them back into your bag. The flock can't be targeted or damaged, but is considered magical for the purposes of an antimagic field or similar effects. For the duration, you and creatures of your choice in the flock's area are considered to be in half cover, and the flock's innate magic grants you a +1 bonus to your spell save DC and spell attack rolls. Additionally, hostile creatures that begin their turn in the flock's area or move into the area for the first time on a turn are harassed by the angry geese, and take 1d6 piercing damage for every goose in the flock, to a maximum of 6d6.

You can call upon these geese to fuel your other Fowlemancy features as normal. If you start your turn with less than 5 geese remaining, the flock disperses back into your bag and your Flock's Fury ends.

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

The Great Migration (Level 14)

You can call upon your flock of geese to carry you and your allies. As an action, if you have at least 10 geese available, you can summon forth the contents of your Bag O' Geese to form a large flock capable of carrying up to eight Medium or Small creatures, or three Large creatures. The flock has a flight speed of 80 feet, and can fly for up to 4 hours before retreating back into your bag to rest. While in flight, the flock provides half cover to the creatures being carried, and always knows which way is north. Once you use this feature, you can't do so again until you finish a long rest. Goose MotherAlso at 14th level, you add more tiny geese to your flock,increasing its size. You gain an additional number of tinygeese equal to your Intelligence modifier.

Goose Mother (Level 14)

Also at 14th level, you add more tiny geese to your flock, increasing its size. You gain an additional number of tiny geese equal to your Intelligence modifier.

Generalist

Generalist (Level 3)

Ritualized Spell (Level 6)

At 6th level, your arcane studies have increased your efficiency in casting a particular spell. Choose any 1st level spell in your spellbook that is not already a ritual. It is considered a ritual spell for you.

Prodigious Memory (Level 10)

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

Greater Ritualized Spell (Level 14)

At 14th level, your arcane studies have increased your efficiency in casting an even more potent spell. Choose any 3rd level or lower spell in your spellbook that is not already a ritual. It is considered a ritual spell for you.

Generalist

Generalist (Level 3)

Adaptive Spellbook (Level 6)

At 6th level, you have learned how to prepare at a moment's notice. As an action, you can swap out a number of your prepared spells equal to your Intelligence modifier for spells you do not have prepared.

Once you have used this feature, you cannot do so again until you finish a long rest.

Spell Duet (Level 10)

By 10th level, you have learned enough about the mechanics behind spells to know how to push your limit with casting them. Whenever you cast a wizard spell of 1st level or higher, as part of the same action, you can cast another wizard spell of the same level or lower, provided that both spells do not require concentration and you have the appropriate spell slot necessary for the second spell.

Once you have used this feature, you cannot do so again until you finish a short or long rest.

Determined Mage (Level 14)

By 14th level, you have become a legendary spellcaster. Whenever you lose concentration on a spell, you can use your reaction to instead maintain your concentration by expending either a spell slot of equal to the spell's level or a number of spell slots whose total value equals the level of the spell.

Geomancy

Geomancy (Level 3)

Ley Line Manipulation (Level 6)

Beginning at 6th level, when you augment your magic with power from a ley line, you can reroll the effect of an unlocked ley line or the result of a backlash. You must use the rerolled result. After rerolling, you can't use a reaction until the end of your next turn.

Ley Line Adept (Level 10)

Starting at 10th level, you can bind yourself to weak or strong ley lines with your Channel Ley Line feature. In addition, you add your proficiency bonus to the ability check when tapping a ley line for power.

Ley Line Mastery (Level 14)

At 14th level, you can bind yourself to weak, strong, or titanic ley lines with your Channel Ley Line feature, and you have advantage on the ability check to tap the ley line.

As an action, you can lock or unlock a ley line within 30 feet of you. When you lock a ley line, choose one of its effects; the ley line will always have that effect for you while it remains locked. Once you use this feature to lock or unlock a ley line, you can't do so again until you finish a number of long rests depending on the intensity of the line: one for a weak ley line, two for strong, and three for titanic.

Gravebinding

Gravebinding (Level 3)

Ward Against the Risen (Level 6)

Starting at 6th level, when an undead creature you can see within 30 feet of you targets an ally with an attack or spell, you can use your reaction to hamper the attack or spell. The undead has disadvantage on its attack roll or your ally has advantage on its saving throw against the undead's spell. 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 short or long rest.

Disruptive Touch (Level 10)

Beginning at 10th level, when an undead creature takes damage from a 1st-level or higher spell you cast, it takes an extra 4d6 radiant damage. Undead creatures you kill using this feature are destroyed in a puff of golden motes.

Radiant Nimbus (Level 14)

At 14th level, you can use your action to envelope yourself in a shroud of golden flames for 1 minute. While enveloped, you gain the following benefits:

  • When you summon the flames and as an action on each of your turns while the flames are active, you can frighten undead within 30 feet of you. Each undead creature in the area must succeed on a Wisdom saving throw or be frightened of you until the flames fade or until it takes damage. An undead creature with sunlight sensitivity (or hypersensitivity, in the case of vampires) also takes 4d6 radiant damage if it fails the saving throw.

  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

  • When an undead creature hits you with a melee weapon attack, it takes 2d10 radiant damage.

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

Graviturgist

Graviturgist (Level 3)

Orchestrate the Pull of Gravity like a Maestro of Destruction

Graviturgist Wizards master the forces that bind and repel matter, manipulating gravity's raw energy to their Advantage and their enemies' detriment. With control over these violent forces, they reshape the battlefield with the sheer power of gravitational magic.

Adjust Density

As a Magic action, you can 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).

  • Halved Weight
  • Doubled Weight

Upon reaching level 10 in this class, you can target an object or a creature that is Huge or smaller.

Gravity Well (Level 6)

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 10)

WYou harness the forces of momentum and gravity, magnifying the destructive power of impacts and falls around you.

  • Momentum Surge
  • Terminal Acceleration

You can use this feature a number of times equal to your Intelligence modifier (a minimum of 1). You regain all expended uses when you finish a Long Rest.

Event Horizon (Level 14)

As a Magic action, you can 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. You can also restore your use of it by expending a level 3+ spell slot (no action required).

Graviturgy Magic

Graviturgy Magic (Level 3)

Gravity Well (Level 6)

6th-level Graviturgy Magic feature

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 10)

10th-level Graviturgy Magic feature

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 14)

14th-level Graviturgy Magic feature

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.

Gravity Wielder

Gravity Wielder (Level 3)

Force Attunement (Level 6)

By 6th level, you have learned to attune your body to gravity. Whenever you fall, you can use your reaction to cast either feather fall or levitate on yourself without expending a wizard spell slot. You can do this a number of times equal to your Intelligence modifier per long rest.

In addition, you have advantage on saving throws against being pushed or pulled against your will.

Strengthened Force (Level 10)

At 10th level, you have become even more attuned to the power of gravity and force. You gain resistance to force damage, and whenever you cast a spell that deals force damage or bludgeoning damage, you can deal additional force damage equal to your Intelligence modifier to one damage die roll.

Gravitational Mastery (Level 14)

At 14th level, you have learned how to fully control the effects of gravity. You add the spell reverse gravity to your spellbook. If you already know the spell reverse gravity, then you may choose another spell of 7th level or lower on the wizard spell list. When you cast the spell reverse gravity, you may choose a number of creatures within the affected area equal to your Intelligence modifier to be excluded from the spell's effects. In addition, you can use a bonus action to exclude one affected creature from the spell's effects. You also also considered anchored to the ground whenever reverse gravity is cast against you.

Gun Mage

Gun Mage (Level 3)

Arcane Bullets (Level 6)

6th-level wizard feature

You learn to enchant special bullets, infusing them with spells from your spellbook. When you complete a long rest you may cast a number of spells up to your Intelligence modifier (minimum 1) from your spellbook, you do not have to have prepared these spells but they can't be higher than 5th level and their casting time must be an action. Once cast these spells are infused into arcane bullets.

A creature in possession of one of these bullets may load it into any firearm and fire it as an action, releasing the spell within. THe spell uses your spell attack bonus and save DC, but the range is replaced with the range of the firearm used to fire the bullet. The spell treats the creature who fired the bullet as the caster for all other purposes.

When you complete a long rest all previously infused bullets loose their magic and become regular bullets again.

Condensed Arcanite Bullets (Level 10)

10th-level wizard feature

When you fire an Arcane Bullet that contains a spell that would force a creature to make a Dexterity Saving Throw, instead you may make a ranged spell attack against a single creature within range, on a hit they suffer the effects as if they failed the saving throw.

Quick Draw (Level 14)

14th-level wizard feature

When you roll initiative and are not surprised, you may use your reaction to cast a spell through your Arcane Arms or fire an Arcane Bullet. If you use this reaction you can not cast spells or fire your firearm during your first turn in combat.

Haemomancy

Haemomancy (Level 3)

Crimson Harvest (Level 6)

At 6th level, you can heal your body with blood magic. Once per turn when you damage one or more creatures with a spell of 1st level or higher that deals necrotic damage, you regain hit points equal to your Intelligence modifier (minimum of 1).

Empowered Veins (Level 10)

By 10th level, you have become attuned to the magic in your blood. Your maximum hit points can no longer be reduced. Additionally, you become immune to disease and the poisoned condition, and gain resistance to poison damage.

Cruor Lord (Level 14)

At 14th level, you have mastered the art of blood magic. Whenever you deal damage to a creature with a spell of 1st level or higher, you can use your bonus action to draw some of their blood to you to consume, though creatures that do not have blood are immune to this effect. When you do so, choose one of the following effects. You cannot use this feature again until you finish a long rest.

Blood Resevoir: You consume the life force of the creature. You regain hit points equal to half of the amount of damage dealt to the creature from your spell, and your hit point maximum increases by the same amount. This effect lasts until you finish a long rest.

Bloodshape: You consume the essence of the creature. Until you finish a long rest, you can use your action to change your appearance to be that of the creature for up to 4 hours. Your statistics remain the same, but your size changes to be that of the creature, and you gain any of the creature's special speeds or senses. You have advantage on Charisma checks made to pass yourself off as the creature for the duration.

Blood Defense: You consume the strength of the creature. Until you finish a long rest, you gain one damage resistance or condition immunity that the creature had.

Hall of Heliomancy

Hall of Heliomancy (Level 3)

Lightcaster (Level 6)

Starting at 6th level, for the duration of light you can cast spells as though you were in the space of the object that light was cast on. You must use your own senses for the casting.

If you cast a spell of 1st level or higher in this way, you can choose to telekinetically move the object that light was cast on up to 20 feet in a direction of your choice if you cast a 1st level spell, plus 10 feet for each slot level above 1st. The object must weigh no more than than double your Wizard level in pounds, and it must not be worn or carried. You can choose to move the object before or after the spell is cast.

Arcane Splendor (Level 10)

Starting at 10th level, when you roll a 1 or 2 on a damage die for a spell that deals radiant damage, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. Also, when you deal radiant damage to a creature, that creature begins to shed dim light in a 5-foot radius until the end of your next turn. For this duration, the creature can't benefit from being invisible.

Exposing Radiance (Level 14)

At 14th level, the light you conjure begins to expose weaknesses of creatures within it. When a creature within an area of bright light that you've created would make a saving throw against one of your spells, you can choose to impose disadvantage on that saving throw. Once you impose disadvantage on a saving throw in this way, you can't impose it against the same creature again until you finish a short or long rest.

Hall of Pyromancy

Hall of Pyromancy (Level 3)

Sparkmage (Level 6)

Starting at 6th level, your cantrips can create sparks as well. You can use your Scintillating Sparks feature whenever you cast a cantrip, rather than only when you cast spells of 1st level or higher. When you use the feature in this way, you can choose up to two 5-foot squares on the ground if the cantrip deals fire damage, or one 5-foot square for other cantrips.

Toxic Smoke (Level 10)

Beginning at 10th level, when you cast a spell of 1st level or higher than deals fire damage, you can cause the spell to leave behind thick, black smoke. If the spell effects specific targets, a 5-foot radius of smoke extends from each target. If the spell effects an area, the smoke fills the same area as the spell.

The smoke lasts until the start of your next turn, and its area is heavily obscured for the duration. A creature that enters the smoke for the first time on a turn or ends its turn there must make a Constitution saving throw against your wizard spell save DC. On a failed save, the creature is poisoned until the end of its next turn. A creature that doesn't need to breathe automatically succeeds on this saving throw.

Protective Flames (Level 14)

Starting at 14th level, the fires created with your Scintillating Sparks feature can be used to protect your allies.

When a friendly creature enters a fire's area, you can choose to have the fire not deal damage to the creature. Instead, as the fire dissipates it grants that creature temporary hit points equal to half your wizard level. These temporary hit points last until the end of that creature's next turn. Also, the creature gains an additional benefits based on the fire's color, described below:

Green

The creature has advantage on the next Dexterity or Wisdom saving throw it makes before the start of its next turn.

Violet

The creature has advantage on the next Intelligence or Strength saving throw it makes before the start of its next turn.

White

The creature has advantage on the next Charisma or Constitution saving throw it makes before the start of its next turn.

Hedge Mage

Hedge Mage (Level 3)

Elixirs (Level 6)

By 6th level, your keen knowledge of herbology and arcane wit allow you to craft certain natural, but distinctly magical, elixirs. You know three elixir recipes, but can choose to replace a known elixir recipe for a different one whenever you finish a long rest. Your elixir recipe options are detailed at the end of this arcane tradition. You create an elixir by combining the recipes ingredients together in an empty flask or vial and speaking its unique command phrase. The ingredients and command phrase required for an elixir are listed in its description. Ingredients are consumed as part of making a potion, but are typically included in the materials you collect as part of filling your component pouch.

A creature can drink an elixir or administer one to another creature as an action. Alternatively, you can use an action to throw an elixir at a creature that you can see within 30 feet of you. If the creature is willing, it magically gains the effects of the thrown elixir. If the creature is unwilling, it must succeed on a Dexterity saving throw against your wizard spell save DC or be affected by the elixir.

You can create a number of elixirs equal to your proficiency bonus using this feature. When you finish a long rest, you regain all expended uses of this feature, and any unused elixirs become nonmagical. You can create an elixir with 2 minutes of work, or you can use your natural magic to bridge the gap between herbology and alchemy. Whenever you cast a spell of 1st level or higher from your expanded spell list, you can expend a use of this feature to create an elixir from your known recipes, provided you have the materials to do so. When you do, the elixir appears in a free hand or at your feet (your choice).

Forest Sage (Level 10)

By 10th level, you can cast the speak with plants spell as a ritual. In addition, you can add your Intelligence modifier to the hit points restored and the damage dealt or reduced by your elixirs.

Animate Major Plant (Level 14)

At 14th level, you can use an action to expend two uses of your Animate Plant feature to touch a Large or Huge tree, or similar plant, to turn it into an awakened tree. The plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a humans. Alternatively, you can use an action to magically grow a Large awakened tree from the ground in an unoccupied space that you can see within 30 feet of you instead. In either case, the plant is charmed by you for 1 hour or until you use a bonus action to end it. The plant shares your initiative count, but it takes its turn immediately after yours, and obeys any verbal command that you issue to it (no action required by you). If you do not issue any commands, the plant defends itself from hostile creatures, but otherwise takes no actions.

When the charm ends, the plant becomes inanimate once more. If you used an action to grow the awakened tree, it rapidly decomposes into a small pile of fertile soil at the end of the duration instead.

In addition, a plant that is animated by this feature or your Animate Plants feature also gains the following benefits:

  • Its speed is doubled, up to a maximum of 30 feet.

  • It gains a bonus to attack and damage rolls, saving throws, and Strength checks equal to your Intelligence modifier.

  • Its hit point maximum increases by an amount equal to your wizard level.

Hedge Mage

Hedge Mage (Level 3)

Fast Reader (Level 6)

6th-level Hedge Mage feature

Starting at 6th level, as a bonus action on your turn you can quickly read through one of the spells in your spellbook. Until the end of your next turn, you can cast that spell even if you don't have it prepared. Once you have used this feature, you can't use it again until you finish a short or long rest.

Efficient Casting (Level 10)

10th-level Hedge Mage feature

Beginning at 10th level, you learn to recuperate your wasted magical energies. As a reaction, when you cast a spell that targets creatures hostile to you and all targets succeed on the initial saving throw, you can 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. Once you have used this feature, you can't use it again until complete a short or long rest.

Spell Mimic (Level 14)

14th-level Hedge Mage feature

At 14th level, when you use your Student's Eye to gain knowledge of a spell a hostile creature is casting and that spell is on the wizard spell list, as part of that reaction you can immediately cast that spell, providing it is of a level you can cast and has a casting time of one action or bonus action. Casting a spell in this way expends a spell slot as normal, but can only be cast at its lowest level.

Hedge Magic

Hedge Magic (Level 3)

On the Fly (Level 6)

Your skill with basic magic is second to none, allowing you to spontaneously cast low-level spells that you haven't prepared. Beginning at 6th level, you can use your action to cast any spell of 2nd-level or lower from your spellbook, even if you don't have the spell prepared, expending the appropriate spell slot. The spell must have a casting time of one action.

You can cast a spell in 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.

As you gain levels in this class, you can cast more powerful spells with this feature: 3rd-level spells at 10th level, 4th-level spells at 14th level, and finally 5th-level spells at 18th level.

Hardy Magic (Level 10)

Learning your magic out in the wild instead of the controlled environment of a formal school has made you hardier than most wizards. Starting at 10th level, when you are forced to make a Constitution saving throw to maintain concentration on a spell, you can use a reaction to grant yourself a bonus to the roll equal to your Intelligence modifier (minimum of +1).

You can use this reaction after you roll, but before you determine whether you succeed or fail.

Arcane Conservation (Level 14)

Your understanding of arcane fundamentals allows you to recycle the energy of failed spells. Beginning at 14th level, when you cast a wizard spell of 4th-level or lower and the spell fails, you regain one expended spell slot. The spell slot regained must be a lower level than the spell slot used to cast the failed spell. This feature applies to all spells of 4th-level or lower, even if they are cast with a higher level spell slot.

When you reach 18th level in this class, this ability affects any wizard spells of 5th-level and lower.

What is a Failed Spell?

Your Arcane Conservation feature allows you to regain a spell slot when one of your spells fails. For the purposes of this ability, a failed spell is a spell that imposes no effects and deals no damage to the environment, creatures, or objects when cast. If a creature uses a Legendary Resistance to avoid a spell's effect, it does not count as a failed spell.

Hellhunter

Hellhunter (Level 3)

Call the Abyss (Level 6)

As an action, you can spend a spell slot to summon a fiend of your choice in an unoccupied space that you can see within 30 feet of you. The maximum Challenge Rating for a fiend summoned in this way is the level of the spell slot used, and you can only have one fiend summoned at a time. Such a fiend is under no obligation to listen to you or follow your commands, and it cannot summon other fiends. If one of these fiends is reduced to 0 hit points, it disappears in a cloud of dust and reforms on its native plane in 1d12 days. It returns to where it came from after 1 hour. As an action, you can attempt to dismiss the fiend early. It must succeed on a Charisma saving throw or else be dismissed to wherever it was summoned from. It has disadvantage on this saving throw if you say its true name.

Roleplaying Devils

A devil (lawful evil) typically won't attack anything when summoned, at least not at first. It tries to make agreements and will keep its promises, if only on a technicality. Devils represent tyranny and are native to the Nine Hells of Baator

Roleplaying Demons

A demon (chaotic evil) typically is hostile to all creatures other than itself. Regardless of its Intelligence, it usually tries to attack anything in sight and will not make promises. Demons represent anarchy and are native to the Abyss.

Roleplaying Yugoloths

A yugoloth (neutral evil) is typically indifferent to being summoned, but can quickly become hostile or friendly. It will lend its services to the highest bidder and will change its allegiances if it finds a better offer. Yugoloths represent self-interest and are native to Gehenna.

Long Memories

If you summon the same fiend more than once, be wary. Fiends have long memories and will remember how you've treated them in the past.

Demand Fealty (Level 10)

You learn the planar binding spell if you do not already know it, and can cast it as an action without material components. Once you have cast it in this way, you may not do so again until you finish a long rest.

Master Hellhunter (Level 14)

Creatures cannot benefit from the Magic Resistance trait against spells you cast.

Hematomancer

Hematomancer (Level 3)

Blood Puppetry (Level 6)

At 6th level, you've gained the ability to control the blood of a creature while it still flows in their veins. As an action, you can use this ability to attempt to take partial control over creatures within range. Before rolling, decide how many Blood Points you are going to spend, roll 1d8 per Blood Point spent. The total is how many hit points of creatures this ability can affect. Creatures within 20 feet of a point you can see are affected in order of their current hit points.

Starting with the creature that has the lowest current hit points, each creature affected by this ability is under your control. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. All affected creatures are restrained. You can use your action to take total control of one of the targets. Until the end of your next turn, the creature takes only the actions you decide and does nothing you don't allow it to. You can also have the creatures use a reaction, but this takes your reaction as well. Any action you force a creature to do that requires a roll is at disadvantage.

At the start of a creature's turn, it can make a Wisdom saving throw, on a success the ability ends. On a failure, they are still affected by Blood Puppetry. If the target takes damage, it makes another Wisdom saving throw. On a success, the ability ends for that creature.

Undead and creatures immune to being charmed aren't affected by this ability.

Borrowed Life (Level 10)

At 10th level, you can spend Blood Points to reduce incoming damage. If you would normally take damage, you can use your reaction and spend any number of Blood Points to reduce the damage taken by 1d10 per Blood Point spent in this manner. Additionally, you deal necrotic damage equal to half your wizard level rounded down to the attacking creature.

Improved Blood Puppetry (Level 12)

At 14th level, your Blood Puppetry improves to 1d12 per Blood Point spent and a controlled creature no longer has disadvantage on the roll to perform forced actions.

Hexmastery

Hexmastery (Level 3)

Distant Casting (Level 6)

At 6th level, you have learned how to curse others from afar. Whenever you cast an enchantment spell of 1st level or higher or use your action to cast one of your hexes, the range of the spell or hex is doubled.

Heightened Malediction (Level 10)

By 10th level, you have become adept at implementing hexes and curses. Whenever you cast one of your hexes that affects only one target, you can affect two targets, provided that they are both within range of the hex.

Curse Lord (Level 14)

At 14th level, your curses and hexes have become legendary for their potency. Other creatures have disadvantage on saving throws against your hexes.

Additionally, you can target creatures within range of your hexes even if you cannot see the target, provided you have seen the target in the last minute and the target is within range.

Illuminator

Illuminator (Level 3)

Master of the Radiant Heavens (Level 6)

Starting when you reach 6th level, the spell attack modifier and spell save DC for any cantrips you cast in dim light or darkness increases by 1.

Illusions of Permanence (Level 10)

Beginning at 10th level, illusion spells you cast that require concentration last for 1 round after you stop concentrating, as long as the spell hasn't exceeded its duration.

Comprehension of the Starry Sky (Level 14)

Starting at 14th level, during a long rest you can consult the stars and comprehend some meaning in a cosmic event. The stars must be visible to you for you to use this ability. The insight you gather is stored as a small reserve of magic inside an item that has meaning to you; a star chart or an astrolabe is commonly used, but any item that can be held in your hand will suffice. When the item is in your hand, you can consume that stored magic as a bonus action to produce one of the effects described below. The insight is expended in one use, and it is lost if it hasn't been used within 24 hours or by the time you start your next long rest.

  • Comet: Comets are the harbingers of change and instability. You can change your appearance as if you had cast an alter self spell, but the effect doesn't require concentration and lasts until you finish a long rest.

  • Conjunction: Planetary conjunctions destabilize minds and emotions. You can give one creature you can see disadvantage on a saving throw against one Enchantment or Illusion spell you cast.

  • Eclipse: Eclipses plunge the world into darkness and strengthen connections to the Shadow plane. When you cast a spell of 5th level or lower that deals necrotic damage, you can reroll a number of damage dice equal to your Intelligence modifier (minimum of one die). You must use the new rolls.

Illusionist

Illusionist (Level 3)

Weave Subtle Spells of Deception

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

Illusion Savant

Choose two Wizard spells from the Illusion school, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Illusion school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Improved Illusions

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

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

Phantasmal Creatures (Level 6)

You always have the Summon Beast and Summon Fey spells prepared. Whenever you cast either spell, you can change its school to Illusion, which causes the summoned creature to appear spectral. You can cast the Illusion version of each spell without expending a spell slot, but casting it without a slot halves the creature's Hit Points. Once you cast either spell without a spell slot, you must finish a Long Rest before you can cast the spell in that way again.

Illusory Self (Level 10)

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

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

Illusory Reality (Level 14)

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

Incarceration

Incarceration (Level 3)

Lock & Key (Level 6)

At 6th level, you know the ins and outs of locks, manacles, and cells. You add the arcane lock and knock spells into your spellbook, if they are not there already, and they are always prepared for you. Whenever you cast these spells, you ignore the material components. Additionally, whenever you cast knock, the spell makes no sound.

Capture Mage (Level 10)

By 10th level, you have become an expert at capturing others. Whenever you cast a spell that grapples, restrains, or reduces the movement speed to 0 of another creature, you have advantage on concentration checks to maintain the spell.

Additionally, creatures under the effects of your Arcane Arrest feature must make a Charisma saving throw against your wizard spell save DC in order to perform any spell or other ability that allows for extradimensional movement, such as teleportation or travelling to another plane of existence.

Master Warden (Level 14)

At 14th level, you have mastered the art of imprisonment. You add the forcecage spell to your spellbook, if it is not there already. You can cast forcecage without using material components. When you do so, you can choose to alter the spell in one of the following ways:

Once you cast forcecage in this way, you can't do so again until you finish a long rest, though you can still cast it normally using an available spell slot.

Infiltration Magic

Infiltration Magic (Level 3)

Devious Arsenal (Level 6)

Beginning at 6th level, you develop an arsenal of spells suited specifically for infiltration. The following spells are added to your spellbook if they haven't been added to it already. Each counts as a wizard spell for you.

Whenever you prepare your list of spells at the end of a long rest, you can prepare an additional number of spells equal to your Intelligence modifier (a minimum of 1 extra spell). Each of these additional prepared spells must be from the above table.

Additionally, whenever you cast one of the spells listed in the above table 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.

Arcane Translocation (Level 10)

Starting at 10th level, you can place a magical sigil on the ground below you whenever you cast a spell of 3rd-level or higher, which is invisible to all creatures except you. While you are within 120 feet of a sigil, you can teleport to it as a bonus action on your turn. The sigil then disappears. It also disappears if you place a new one with this feature.

Tactical Camouflage (Level 14)

Starting at 14th level, you learn to draw at the latent magic of your spells to camouflage yourself. After you cast a spell of 1st-level or higher, you can choose to become invisible until the end of the turn.

Invention Arcane Tradition

Invention Tradition (Level 3)

Formulate Scrolls (Level 6)

Starting at 6th level, while you are wearing your Alchemical Armor, you can tap into your reserves of magical energy to create spell scrolls. You can use your Arcane Recovery ability to create a scroll instead of regaining expended spell slots.

You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one spell chosen from those you know. Subtract the spell's level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest.

Improved Infusion (Level 10)

At 10th level, the armor's potency increases. It gains +2 AC, and whenever you finish a long rest, you can choose 1 additional effect from the table.

In addition, you can use your action to shift one of the magical effects from your Infused Armor to an ally within 60 feet that you can see. The armor loses that effect, and the ally gains that effect until you use this feature again or you and the ally are separated by more than 60 feet.

Alchemical Inscription (Level 14)

Starting at 14th level, you learn glyph of warding as a wizard spell. While you are wearing your Alchemical Armor, you can cast the "Spell Glyph" effect of the glyph of warding spell without requiring material components. You follow other rules normally for casting it, including expending a spell slot. A glyph inscribed in this manner lasts until you finish a long rest, instead of its normal duration.

Once you inscribe a rune using this feature you cannot do so again until you finish a long rest.

Knight Arcane

Knight's Training (Level 3)

Arcane Shield (Level 3)

Knight Phantom (Level 6)

6th-level Knight Arcane Feature

At 6th level, you add phantom steed to your spellbook if you do not already know it. When you cast phantom steed using a spell slot, the summoned creature uses the statistics of a war horse instead of a riding horse, and it adds your Intelligence modi&er (minimum of +1) to its armor class. In addition, the phantom steed can cross liquids and similar substances as if it were under the effects of a water walk spell.

Fighting Style (Level 6)

6th-level Knight Arcane Feature

Also at 6th level, you choose a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this beneit.

Phantom Form (Level 10)

10th-level Knight Arcane Feature

At 10th level, you can use a bonus action to take on a ghostly appearance, with tendrils of mist that cling to your form and glowing red eyes. In this form, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and your melee weapon attacks deal force damage. Your movements are dif&cult to track and opportunity attacks are made against you at disadvantage. In addition, each creature that can see you within 30 feet while you are in this form must succeed on a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute. A creature can repeat this saving throw at the end of each turn with a success ending the effect. A creature that succeeds on this saving throw is immune to this effect from your Phantom Form for 24 hours.

This form lasts for 10 minutes, or until you end it as a bonus action or die. Once you use this feature, you cannot do so again until you complete a short or long rest.

Arcane Champion (Level 14)

14th-level Knight Arcane Feature

At 14th level, you can expend a spell slot when you make a melee attack with a weapon. If you do, you add your Intelligence modi&er to the attack roll (minimum of +1) and you immediately gain a number of temporary hit points equal to 10 + the level of the spell slot expended. If the attack hits, it deals additional damage equal to 1d8 per level of the spell slot expended.

Leyline Magic

Leyline Magic (Level 3)

Biorhythm (Level 6)

At 6th level, you learn to channel the leyline's energies to augment your body's natural healing. As long as you are attuned to a leyline, whenever you use your Arcane Recovery feature to regain expended spell slots, you regain 1d8 hit points for each spell slot you recover.

Additionally, when you complete a short rest in a natural setting, you can attune yourself to a different leyline, following the rules of your Natural Attunement feature.

Natural Disruption (Level 10)

By 10th level, you can channel energy from your leyline to disrupt others' magic. You can cast counterspell or dispel magic without expending a spell slot at the level of the highest spell slot available to you.

Once you use this feature, you can't use it again until you finish a long rest.

Leyline Weaving (Level 14)

At 14th level, you have learned how to tap into the interconnected network of distant leylines, temporarily infusing even unnatural or hostile environments with their power. By spending 1 hour in meditation, you can draw on the power of a distant leyline to temporarily create a new one in your location. When you do this, you may choose any one terrain from the Leyline Spells tables and attune yourself to its leyline. The terrain of this leyline does not need to match the terrain you are currently in. Your new leyline affects a 1-mile radius area from the spot you meditated upon, which counts as the terrain of the leyline you attuned to for the purposes of using your leyline abilities. It is hard for a leyline to take root in unfamiliar spaces, and after 24 hours, this effect dissipates. Once you use this feature, you can't do so again until you finish a long rest.

By using this ability to create the same type of leyline on the same spot each day for a full year, you can cause the effect to become permanent. This will forever alter the natural landscape within the zone you created, and you can choose whether the environment within this zone matches your new leyline or combines the features of its terrain with those naturally present.

Lore Mastery Arcane Tradition

Lore Mastery Tradition (Level 3)

Structural Shift (Level 6)

Starting at 6th level, when you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. If the spell requires multiple saving throws, only the first is changed. Once you change a saving throw in this way, you can't do so again until you finish a short or long rest.

Prodigious Memory (Level 10)

At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can use this feature twice, and you regain any expended uses when you finish a long rest.

Master of Magic (Level 14)

At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one 8th-level or lower spell of your choice from any class's spell list. The spell must be of a level for which you have spell slots, you mustn't have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn't a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.

Once you use this feature, you can't use it again until you finish a long rest.

Lumimancer

Lumimancer (Level 3)

Destroy Your Foes with Hardlight

Lumimancers create and manipulate hardlight, a material that is equal parts magic and matter. With a flick of the fingers, you can compose any geometry, any device you can conceive of in scintillating light. Through experimentation and cunning, you have learned how to invest hardlight into your armor, weapons, blasters, and spells. Its utility is only limited by your own magical reserves, an impediment that shrinks with each passing day.

Martial Training

You gain proficiency with Martial Melee weapons that don't have the Two-Handed or Heavy property. You can use a Melee weapon with which you have proficiency as a Spellcasting Focus for your Wizard spells.

Hardlight Reservoir

You have a reservoir of energy that you use to empower your spells with hardlight. This reservoir is represented by a pool of Hardlight Points equal to your Wizard level. You regain all expended Hardlight Points when you use your Arcane Recovery feature or finish a Long Rest.

Emerald Armor

You can take a Magic action to invest your hardlight energy into a protective field, which lasts until you take a Short or Long Rest. At the start of each of your turns, you gain Temporary Hit Points equal to the number of Hardlight Points you have remaining. If you expend Hardlight Points, you lose an equal number of Temporary Hit Points.

Hardlight Casting

You can cast spells from the Hardlight Spells table without using a spell slot. When you do so, expend the number of Hardlight Points noted in the Hardlight Points column for that spell. Spells you cast using this feature must be of a level for which you have spell slots.

Scintillating Strike

When you hit a creature with an attack roll, you can expend 1 or 2 Hardlight Points as a Bonus Action to deal an extra 1d6 Force damage to the target for each point expended.

You can expend more Hardlight Points at once when you use this Bonus Action when you reach Wizard levels 5 (3 points), 11 (4 points), and 17 (5 points).

Photonic Savant

You learn the Hardlight Object spell. When you reach a Wizard level specified in the Hardlight Spells table, you add the listed spells to your spellbook for free.

Extra Attack (Level 6)

You can attack twice instead of once whenever you take the Attack action on your turn.

In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.

Hardlight Juggernaut (Level 10)

You can cast Hardlight Frame without a spell slot or Hardlight Points, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Low Orbit Hardlight Cannon (Level 14)

You can cast Orbital Hardlight Cannon without a spell slot. When you cast the spell using this feature, it doesn't require Concentration, lasts until the start of your next turn, and deals 8d8 Radiant damage.

Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend 10 Hardlight Points to use it again.

Mage Hunter

Mage Hunter (Level 3)

Hunter's Armament (Level 6)

At 6th level, you can forge a magical bond with a weapon you have chosen to combat renegade spellcasters and otherworldly beasts. Choose a melee weapon in which you are proficient. Performing the bonding ritual takes 1 hour, which may be done during a short rest. The weapon must be within your reach throughout the ritual.

You can't be disarmed of your bonded weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. If you attempt to bond to another weapon, you must break the bond with the first.

While your bond exists, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon. The weapon also becomes magical, if it isn't already. At 10th level, your effectiveness with the weapon improves as it gains a bonus of +1 to attack and damage rolls, and then again to a +2 bonus at 14th level.

Arcane Sanctum (Level 10)

At 10th level, you learn the magic circle spell. You always have it prepared and it doesn't count toward your total number of prepared spells for the day.

You can use an action to cast magic circle instantly and at a range of self without expending a spell slot.

Additionally, when you hit a creature affected by counter-weave, you can instead use your bonus action to cast the spell in the same manner, centered on your target.

Once you cast magic circle using this feature, 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.

Eyes of the Master (Level 14)

At 14th level, you are constantly on the lookout to distinguish the magical from the mundane. Your Intelligence (Arcana) skill proficiency is doubled with checks made to identify persistent magic, magical items, or the presence of magical and otherworldly creatures.

Magi-Zoologist

Magi-Zoologist (Level 3)

Firsthand Experience (Level 6)

Starting at 6th level, if you are subjected to a saving throw imposed by the ability or feature of a non-humanoid, non-beast creature, you may add your Intelligence modifier as a bonus to any future saving throws imposed by subsequent uses of that ability or feature. You retain this benefit until you finish your next long rest.

Monster Tamer (Level 10)

At 10th level, your study of the behaviour of creatures allows you to weave magic into your words, allowing you to placate and calm them. You add the charm monster spell [...] to your spellbook if you did not already know it, and you always have it prepared; having it prepared in this way does not count towards your total amount of spells prepared for that day. In addition, if you cast charm monster on a creature with an Intelligence score lower than yours, they have disadvantage on the saving throw to resist the effect.

Counter-Ability (Level 14)

At 14th level, you learn to break the magic bonds that permeate the bodies of magical creatures, temporarily disrupting their abilities. Whenever a non-humanoid, non-beast creature within 30 feet of you that you can see attempts to use an ability or feature that would force another creature to make a saving throw, you may use your reaction to cause it to fail and have no effect. This feature cannot be used on abilities in which the saving throw is imposed by a weapon attack.

You may use this feature a number of times equal to your Intelligence modifier (minimum of once), regaining all expended uses once you finish a long rest.

Magic Missile Mage

Magic Missile Mage (Level 3)

Shield of Missiles (Level 6)

Starting at 6th level, you can cast magic missile in a tight orbit around you, creating a deadly aegis from your foes which lasts for up to 10 minutes. You gain a bonus to your Armor Class equal to the number of missiles orbiting you, which begins as the number of missiles fired, up to a maximum bonus of +6. When a hostile creature ends its turn within 5 feet of you, a single missile strikes it, dealing damage as normal and decreasing the number of missiles orbiting you. Additionally, when you cast magic missile, you can add some or all of the missiles orbiting you to the spell, decreasing the missiles orbiting you by the number used.

Once you use this ability, you can't use it again until you finish a short or long rest.

Counter-Missile (Level 10)

By 10th level, you've learned how to use magic missile to overcome your most powerful fellow wizards. When you see a creature within 60 feet of you casting a spell, you can use your reaction to cast magic missile, with all missiles targeting that creature. The creature must make a single Constitution saving throw as a result of the total damage dealt to maintain concentration while casting the spell, even if the spell wouldn't normally require concentration. The spell fails and has no effect if the creature loses concentration.

Inescapable Missile (Level 14)

Beginning at 14th level, your missiles seek out targets that would otherwise somehow escape them. This grants you the following benefits:

  • The range of the spell increases to 500 feet.

  • You can target creatures you can't see within range, as long as you can hear the creatures and there is a path within range from you to the target.

  • You can't be counterspelled when you cast magic missile.

  • Your missiles penetrate constructs of magical force, such as those created by the spells wall of force, leomund's tiny hut, and otiluke's resilient sphere.

Malfeasant

Malfeasant (Level 3)

Increased Threshold (Level 6)

Your dedicated long-term exposure to eldritch contamination has inured your body to its effects, and you can withstand a greater accumulation of contamination.

You gain proficiency in Constitution saving throws and resistance to necrotic damage.

When determining which Symptoms apply to you as a result of gaining Eldritch Contamination, you are treated as having a number of Contamination Levels equal to half your current Contamination Level instead, rounded down. For example, if you gained 5 Contamination Levels, you would only suffer the Symptoms of Contamination Level 2. Thus, you would need to gain 12 Contamination Levels to undergo a Monstrous Transformation, instead of 6.

In the same manner, when checking to see if you develop a mutation when you gain a new Contamination Level, you are treated as having a number of Contamination Levels equal to half your current Contamination Level instead, rounded down. For example, if you gained 4 Contamination Levels, you would only develop a new mutation if the result of the 1d6 roll is 2 or lower.

Note that if you have six or more contamination levels, being subject to the purge contamination spell will cause you to gain six (or more) levels of exhaustion, and you'll die as a result.

Expel Contaminants (Level 6)

You've discovered an arcane method to safely discharge eldritch pollutants from your own body. Whenever you finish a long rest, you can reduce your Contamination Level by an amount equal to half your proficiency bonus (rounded down).

Contaminated Casting (Level 10)

You can gain Contamination Levels to empower your spells. Whenever you cast a spell which has increased effects from being cast using a higher-level spell slot, you can increase the spell's level without expending a higher-level spell slot. For each level you increase the spell's level in this way, you gain 1 Contamination Level. For example, if you wanted to cast the 3rd-level spell fireball as if it was a 5th-level spell, you could expend a 3rd-level spell slot and gain 2 Contamination Levels instead. You can't use this feature on a Contaminated Spell, nor to increase a spell's level higher than your highest level spell slot.

Stabilizing Focus (Level 10)

While you are concentrating on a spell, you ignore the Symptoms of any Contamination Levels you have gained, except for a Monstrous Transformation.

Apotheosis in Flesh (Level 14)

If you undergo a Monstrous Transformation, you maintain control over your new form for 1 minute. Unless you die, you revert back to your original form after 24 hours. When you assume your original form, you gain the benefits of a long rest and all Contamination Levels are removed from you. The Game Master determines what memories you retain from your transformation, if any. Regardless, the harrowing experience will haunt you in your nightmares forever, and you gain one form of Drakkenheim Madness.

Master of Fiends

Master of Fiends (Level 3)

Communion at the Crossroads (Level 6)

Tradition states that the devil awaits at the crossroads, looking to bargain with those who seek to sell their souls for glory. When you reach 6th level, you can achieve contact with the lower realms in less dramatic circumstances. For you, any significant liminal space—the threshold between one space and another, such as the edge of a forest, the entrance to a cave, or the doorway leading from a church to its graveyard —will do. In such a place, you can perform a ritual that summons a dark spirit from beyond, a shadowy form that will offer you power for power.

When you do so, you can expend a number of spell slots (equal to your wizard level or lower) in exchange for a pool of an equal number of dice that you can use in one of two ways. You can spend one or more dice as an action on your turn to heal yourself, regaining 1d8 hit points for every die you spend. Or you can spend one or more dice to boost the damage of a spell you cast. Each die you spend adds an additional die of damage to a spell you cast, of the same size used in the spell (d6s for fireball, for example).

Once you use this feature, you cannot use it again until you finish a long rest. Any unused dice in the pool are lost when you rest, and you regain your normal number of spell slots after the rest.

Planar Defense (Level 10)

When you reach 10th level, you have learned to enhance your magic to provide you with greater benefit against extraplanar threats. You are protected not only against attack or betrayal by fiends, but by celestials that would see you judged for your connection with darkness. You have advantage on any saving throws against spells and abilities of celestials or fiends that would cause you to become charmed, frightened, paralyzed, restrained, stunned, or possessed by such a creature.

Additionally, if you have the dispel evil and good spell prepared and a celestial or a fiend attacks you, you can cast that spell as a reaction. In addition, if you have a 5th-level spell slot available and a celestial or fiend attacks you, you can expend that spell slot to cast the dispel evil and good spell as a reaction.

Master of Dark Conjuration (Level 14)

Starting at 14th level, when you cast a magic circle spell that affects fiends, such creatures have disadvantage on any Charisma saving throws made in an attempt to enter or leave the cylinder by teleportation or interplanar travel. In addition, any fiend you summon with a conjuration spell gains 13 temporary hit points.

Mechamancer

Mechamancer (Level 3)

Automatons (Level 6)

At 6th level, you can create weaponized automatons, requiring 1 hour of work and expending a spell slot. When you expend a spell slot of 2nd level or higher to create your automaton, its maximum hit points increase by 10, its armor class increases by 1, and it gains a +2 bonus to damage on its attacks, for each slot level above 1st. You must supply a simple, mundane, light weapon or a light crossbow to construct this construct. Each automaton requires 2 Construct Points.

Automatons are short and walk on two stubby legs. They do not have arms capable of manipulating objects, and have instead a single weapon which takes up the bulk of their form.

Construct Empathy (Level 10)

Beginning at 10th level, your connection to machines is second-nature. You gain advantage on Intelligence checks relating to understanding machines.

Clockwork Knight (Level 14)

At 14th level, you may create a humanoid clockwork knight, which can walk and wield weapons as humans do, requiring 6 hours of work and expending a spell slot. When you expend a spell slot of 2nd level or higher to create your clockwork knight, its maximum hit points increase by 10, its armor class increases by 1, and it gains a +2 bonus to damage on its attacks, for each slot level above 1st. Each clockwork knight requires 4 Construct Points.

Clockwork knights are tall and powerful masterpieces of machinery, capable of taking damage and crushing your foes.

Medium

Medium (Level 3)

Use Spirits to Learn Magic

Your studies have brought you to better understanding the barrier between life and death. Unlike fellow peers, who use corpses as vessels, you seek the spirits for your goals of obtaining knowledge. Some may force spirits to do their bidding, while others offer to help the spirit move on in return for their help.

Spells from Beyond the Grave

The spirits impart their knowledge onto you. Whenever you finish a Long Rest, pick a number of spells from the Wizard's spell list equal to your Intelligence modifier, which don't have to be in your spell book. You are considered to be prepared in these spells, not counting towards your prepared maximum.

These spells are not added to your spell book and can be cast without it being on your person. If the spell has material components it does not consume and does not have a cost, you can cast it without needing the material components or arcane focus.

Spiritual Guidance

After failing a D20 Test, you may call upon the spirits for help. You may reroll the D20 Test, taking the new result (no action required).

You can use this feature a number of times equal to your Intelligence modifier, regaining all uses when you finish a Long Rest.

Spiritual Range (Level 6)

The range of your Wizard spells is increased through the guiding force of the spirits. When you cast a cantrip or spell of 1st level or higher, your touch spells have a range of 10 feet. Spells with at least a range of 5 feet are increased by 30 feet.

Advice from the Dead (Level 10)

The spirits impart bits of wisdom into your mind, allowing you to grant specific benefits. As a bonus action choose one of the following options, which lasts until you finish a Short or Long Rest. You can use this feature once a Short or Long Rest.

  • Comprehend Languages

    You can understand any written or spoken language.

  • Ethereal Sight

    You can cast See Invisibility without expending a spell slot.

  • Expertise

    You gain expertise in one skill or tool of your choice.

Protection from Beyond the Grave (Level 14)

As a Magic Action you can channel the spirits to cross over and protect you and your allies for 1 minute, you get the Incapacitated condition, or until you dismiss it (no action required). When a creature makes an Attack Roll against you or an ally you can see within 30 feet, you impose Disadvantage on the attacker (no action required). The protected creature has resistance to all damage types until the start of their next turn.

The first time you activate the feature you suffer no adverse effects. For every other use before finishing a Long Rest, you take 2d8 psychic damage, which can't be reduced in any way. The damage increases by 1d8 for every use after the 2nd, before finishing a Long Rest.

Metallurgy

Metallurgy (Level 3)

Metallic Mage (Level 6)

By 6th level, you have learned how to manipulate metals around you. You add the heat metal spell to your spellbook, and it counts as a wizard spell for you. Whenever you cast heat metal, you can instead change the property of the metal from heating up to conducting electricity, melting, or becoming covered in metal spikes. When you do so, you can change the damage type of this spell from fire damage to lightning, acid, or piercing damage.

Ironblood (Level 10)

At 10th level, your body has magically attuned to the iron in your blood. You gain immunity to disease and the poisoned condition, and whenever you have your Steel Shield feature active, your AC increases by an amount equal to your Intelligence modifier until the beginning of your next turn.

Magnetic Wizard (Level 14)

At 14th level, you have become a master of metal. You add the spell telekinesis to your spellbook. If you already know it, you may choose another spell to add instead. Whenever you cast telekinesis, the range of the spell for you is doubled when applied to manipulating metal, and creatures wearing either magical and nonmagical metal or are made of metal have disadvantage on their Strength checks made against the spell's effects.

Mimicry

Mimicry (Level 3)

Spittle Savant (Level 6)

Once you spend enough time in mimic slobber, you just kind of get used to it. You gain resistance to acid damage.

Additionally, you can have up to two arcane mimics created at a time. As a bonus action, you can expend a spell slot to magically heal one of your arcane mimics within 120 feet of you. The arcane mimic heals for a number of d8s equal to the level of the spell slot expended.

Polymorph Proficiency (Level 10)

Your knowledge of how to change creatures into mundane objects and the basic natural forms of animals is cemented in your mind. You add the polymorph spell to your spellbook if you don't already have it, and you always have it prepared. This does not count against the number of spells you can prepare at once.

When you cast polymorph, you can transform the target creature into an object instead of a beast. This object counts as magical and must be no more than one size larger than the creature. Any attempt to undo the existence of the item without reducing its hit points, such as by the disintegration spell or by using it as a consumed material component for a spell, makes the effect fail and immediately ends the polymorph effect, as if the creature-object had been reduced to 0 hit points.

You can also target a nonmagical object with this spell to turn it into another object or into a beast of the same size with a challenge rating equal to or less than the level of the spell slot used.

Mimic Mastery (Level 14)

You can have up to three arcane mimics created at a time, and can communicate with them telepathically or magically heal them using your Spittle Savant feature at any distance, even on different planes of existence.

Mystic Savant

Mystic Savant (Level 3)

Versatile Memory (Level 6)

Starting at 6th level, you can use your action to exchange one spell you have prepared for another of the same level or lower in your spellbook.

Once you use this ability, you can't use it again until you finish a short or long rest.

Arcanist's Assessment (Level 10)

At 10th level, you can use your action to appraise the spellcasting prowess of a creature you can see within 30 feet. Make an ability check using your spellcasting ability contested by the creature's spellcasting ability check. If the creature doesn't have a spellcasting ability, it rolls a d20 instead. If you succeed, you learn if the creature has the Spellcasting, Innate Spellcasting, or Pact Magic features, and whether the creature can cast spells of a higher level than you can cast.

Regardless of whether the target succeeds or fails, it knows you have assessed its magical capabilities. You can't use this ability on the same target for 24 hours.

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

Font of Percipence (Level 14)

Starting at 14th level, you can use a bonus action and expend a spell slot to regain a number of your expended battle dice up to the level of the spell slot expended. When you do, you can choose a stratagem you know and replace it with a different stratagem.

Nar Demonbinder

Nar Demonbinder (Level 3)

Fiendish Familiar (Level 3)

Symbol of Protection (Level 3)

Demon Summoner (Level 6)

At 6th level, you may add the summon lesser demons spell to your spellbook in addition to the usual spells gained at a new level. When you cast this spell, the summoned demons have disadvantage on attack rolls against you and allies within 30 feet of you if the demons can see you and you're wearing your Symbol of Protection.

Master Demon Summoner (Level 10)

At 10th level, you add the planar binding and summon greater demon spells to your spellbook in addition to the usual spells gained at a new level. A demon you summon with the summon greater demon spell has disadvantage on its saving throws to break your control over it if you're wearing your Symbol of Protection and it can see you; the demon doesn't get a saving throw if you also say its true name. Likewise, a demon you attempt to bind with the planar binding spell that can see you while you're wearing the amulet has disadvantage on its saving throw to resist the spell, or it doesn't get a saving throw if you also say its true name.

In addition, the dispel evil and good spell is considered a wizard spell for you, and you can choose to add it to your spellbook when you gain a level, including when you gain this feature at 10th level.

Baleful Energy (Level 14)

Beginning at 14th level, you can have the destructive energy of your spells draw from the Abyss. Whenever you cast a spell that deals damage, you can choose to deal necrotic damage instead of the spell's usual damage type.

Necromancer

Necromancer (Level 3)

Command the Powers of Life, Death, and Undeath

As a Necromancer, you delve into the dark arts that govern the boundaries of life and death. Your studies grant you the ability to harness the vital energies that animate the living, allowing you to drain life from your foes to fuel your own power. As your mastery grows, you learn to wield death itself as a weapon, turning the lifeblood of others into a source of your own dark strength.

Necromancers are often feared or shunned, seen as harbingers of doom due to their intimate connection with death. Though not all who follow this path are malevolent, the magic they wield is often regarded with suspicion and dread by society.

Necromancy Savant

Choose two Wizard spells from the Necromancy school, each of which must be no higher than level 2. and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Necromancy school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Grim Harvest

You gain the ability to reap life energy from creatures you kill with your spells.

When you cast a spell using a level 1+ spell slot and it kills at least one enemy that isn't a Construct or Undead, you gain Temporary Hit Points equal to twice the spell's level, or three times its level if the spell belongs to the school of Necromancy.

Whispers of the Fallen

Your knowledge in the art of necromancy allows you to communicate with the dead.

  • Speak with Dead
  • Forcing Last Words

Funeral Summons (Level 6)

You always have the Summon Undead spell prepared. You can replace its Material component with a corpse or a pile of bones, which become the Undead Spirit for the spell's duration. When casted in this way, the Undead Spirit have the following benefits:

  • Vigor
  • Undead Fortitude

Inured to Undeath (Level 10)

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.

  • Fearless
  • Resistance
  • Tomb Fortitude

Command Undead (Level 14)

You can modify the Dominate Monster spell so that it doesn't require Concentration and the target does not repeat the saving throw when it takes damage. If you do so, the target must be an Undead creature, and the spell ends early if you modify it in this way again.

In addition, you can cast Dominate Monster modified in this way once without expending a spell slot or having the spell prepared, and you regain the ability to cast it this way when you finish a Long Rest.

Necrophage

Necrophage (Level 3)

Memory of Flesh (Level 6)

A necrophage of 6th level or higher can use an action to consume a bit of flesh from an Undead or a recently slain (within 1 hour) creature with an Intelligence of 6 or higher. An unwilling target is allowed a DC 14 Constitution saving throw to resist the effect.

If the target is affected, the necrophage gains temporary hit points equal to his or her wizard level, and if the target was proficient in any Intelligence Skills, the necrophage can pick one of them. He or she gains proficiency in that skill or, if already proficient, doubles his or her normal proficiency bonus when using that skill. The temporary hit points and absorbed skill proficiency last until the necrophage finishes a long rest.

A necrophage can't target the same creature with this feature twice within 24 hours. If he or she uses the feature on a different creature, the original effect ends.

Fruit of the Mind (Level 10)

A necrophage of 10th level or higher can use Memory of Flesh to gain information from the creature as if the necrophage had cast Speak with Dead instead of gaining temporary hit points and a skill Proficiency. An unwilling target has disadvantage on its saving throw.

As with Memory of Flesh, a necrophage can't target the same creature with this feature twice within 24 hours. If he or she uses the feature on a different creature, the original effect ends.

A particular creature can be affected by Fruit of the Mind a number of times equal to its Constitution modifier. Beyond that maximum, fuerther attemts to target it yield no results.

Feed on Life (Level 14)

A necrophage of 14th level or higher gains several benefits after using Memory of Flesh or Fruit of the Mind: he or she no longer requires air, food, drink, or sleep; gains immunity to disease, to being Poisoned, and to poison and necrotic damage; and can't suffer a reduction in hit point maximum. These benefits last until the necrophage finishes a long rest.

Neuromancer

Neuromancer (Level 3)

Mindbreaker Savant (Level 3)

Brain Drain (Level 3)

Mental Gymnastics (Level 6)

At 6th level, your mastery of the inner workings of the mind allows you to substitute mental acumen for physical dexterity.

When you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can add your Intelligence modifier to the roll instead of your Strength or Dexterity modifier.

In addition, divination, enchantment, and illusion spells you cast do not require somatic components.

Intellectual Overload (Level 10)

Starting at 10th level, when a target fails an Intelligence, Wisdom, or Charisma saving throw against a spell you cast of 1st-level or higher, you can spend an additional spell slot of any level to stun the target until the start of its next turn. If the spell targets multiple creatures, you stun one.

You can also use your Brain Drain feature to steal spells on the wizard spell list. The spell stolen must be the same level or lower as the spell slot expended to steal the spell.

Mind Eater (Level 14)

Starting at 14th level, the information you suck from the minds of others nourishes and strengthens you. A single use of your Brain Drain feature provides you with enough nourishment and water for one day, and grants you immunity to psychic damage until the end of your next long rest.

Whenever you use your Brain Drain feature to steal a spell, you roll a number of d6s equal to the spell level and gain temporary hit points equal to the result.

Finally, you can use your Brain Drain feature to steal proficiency in saving throws.

Not A Wizard!

Not A Wizard! (Level 3)

Definitely A Rogue! (Level 3)

Probably A Fighter... (Level 6)

"Huzzah! I figured out how to do that double swing thing that those swordsman fellows do all the time! Watch out, foul beasts; here I come!"

When you use your Martial Strike ability as cast a spell between 1st and 5th level, you can then use a bonus action to use your Martial Strike ability to cast a cantrip. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Maybe A Monk? (Level 10)

"This one time, I saw some lovely gentlemen in gorgeous robes perform this amazing feat where they were able to jump out of the way of incoming danger, just before it struck! I think they called it something like Elusion ... or Avoidance; maybe it was Evasion?"

You can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Not A Barbarian (Level 14)

"Okay, I'll admit, I am certainly not a barbarian. I met one once and they were enormous. But just because I'm not a barbarian, doesn't mean I'm a wizard! For the last time, I am not a bloody wizard!"

You are not a barbarian in any way, but you have become an expert at hiding your magical effects. When you cast a wizard spell, you can do so without any somatic or verbal components. You can also choose to hide any visual or auditory effects that spell would create. For example, casting fireball on a group of goblins would simply look like a bunch of goblins wincing, shrieking, falling over and dying.

Additionally, the first time you use your Martial Strike ability against a creature, you have advantage on the spell attack or the creature has disadvantage on the saving throw.

Numerology

Numerology (Level 3)

Astute Prediction (Level 6)

You learn the augury spell. It counts as a wizard spell for you, you always have it prepared, it doesn't count against the number of spells you can prepare each day, and you don't need to have it in your spellbook to cast it as a ritual.

Geometrist (Level 6)

You can reshape your spells by altering their formula. When you prepare a wizard spell that creates an area of effect in the shape of a cone, cube, cylinder, line, or sphere, you can expend a use of your Spell Arithmetic to change one of those shapes into a different one, as shown in the Shape Conversions table. You can apply the changes whenever you cast the spell until you finish your next long rest.

When dividing measurements, round up to the nearest 5 feet. See chapter 10 of the Basic Rules or the Player's Handbook for the rules of areas of effect shapes.

Shape Conversions
Original ShapeNew ShapeNew Shape Measurements

Cone

  • Line

  • Cube

  • Sphere

  • Length = Cone Size x 3, Width = 5 feet

  • Size = Cone Size ÷ 2

  • Radius = Cone Size ÷ 2

Cube

  • Line

  • Cone

  • Sphere

  • Length = Cube Size x 6, Width = 5 feet

  • Size = Cone Size x 2

  • Radius = Cone Size x 2

Cylinder or Sphere

  • Line

  • Cone

  • Cube

  • Length = Radius x 6, Width = 5 feet

  • Size = Radius x 2

  • Size = Radius

Line

  • Cone

  • Cube

  • Sphere

  • Size = Length ÷ 3

  • Size = Length ÷ 6

  • Radius = Length ÷ 6

Advanced Arithmetic (Level 10)

You can reroll your arithmetic dice twice, rather than once, whenever you use your Spell Arithmetic.

Grand Alignment (Level 14)

You gain the following additional combination options for your Spell Arithmetic.

  • Perfect Set

    You can spend five arithmetic dice that all show the same number (such as five 5s) to deal maximum damage with the spell instead of rolling damage dice.

  • Heightened Run

    You can spend five arithmetic dice that show consecutive numbers (such as 1–2–3–4–5) to choose one of the spell's targets and force it to make its first saving throw against the spell with disadvantage.

Occultism

Occultism (Level 3)

Reality Tear (Level 6)

Choose a spell of 3rd level or lower from the warlock spell list. You add the spell to your spellbook if it's not there already, and it is a wizard spell for you. When you cast the spell, you can risk Intrusion to remove the need to Concentrate on it, and the spell ends after 1 minute or its normal duration, whichever is shorter. Additionally, you can cause an automatic Intrusion (and increase the die's size one step, up to its starting size) to cast the spell once without a spell slot, and you regain the ability to do so when you finish a long rest.

Occult Presence (Level 10)

When you cause an Intrusion, you can roll twice on the Intrusion table and choose which result to use, and you can negate the Intrusion by gaining 1 level of exhaustion. Additionally, you gain one of the benefits below, and you can change your chosen benefit when you finish a long rest. As a bonus action, you can cause an automatic Intrusion (and increase the die's size one step, up to its starting size) to change your chosen benefit.

Alien Consciousness

You gain immunity to the charmed and frightened conditions, and you can't be possessed.

Cosmic Resistance

You gain resistance to necrotic and psychic damage.

Spatial Domination

You gain a flying speed equal to your walking speed and can hover.

Beyond Space (Level 14)

The nature of distance and location is revealed for the lie that it is. You add the Scrying spell to your spellbook, if it's not there already.

When you cast Scrying, you can risk Intrusion to choose one of the following.

All Knowing

Treat your connection to a target creature as if you have part of its body.

All Seeing

Change the spell's casting time to 1 action. When you cast Scrying, during the spell's duration, you can cause an automatic Intrusion (and increase the die's size one step, up to its starting size) to teleport yourself, and any willing creatures within 10 feet of you, to unoccupied spaces you can see through the scrying sensor. Once you teleport in this way, you can't do so again until you finish a long rest.

Occultist

Occultist (Level 3)

Seek Beyond the Stars for Forbidden Knowledge

Wizardry urges the relentless pursuit of knowledge that pushes every boundary in search of greater power and understanding, but some boundaries are never meant to be crossed. Occultists care not for these limitations, peering behind cosmic veils, devouring forbidden secrets, and pushing their understanding of spellcraft until reality itself tears open. It is from the strange, alien realms that are revealed which they draw even greater power, shattering all limits no matter the eldritch consequences.

Forbidden Knowledge

In your study of proscribed power, you learn Deep Speech or another language of your choice.

In addition, choose a level 1 spell from the Warlock spell list. You always have it prepared. You can change your chosen spell when you finish a Long Rest.

Intrusion

Your search into the forbidden reaches beyond the universe yields great power but comes at the risk of letting something from beyond intrude into your reality.

You have an Intrusion Die, which starts at a d6, that can change as you use your features. The die can increase or decrease, along this progression of die sizes: d2, d3, d4, d6, d8, d10, d12.

The size maximum for your Intrusion Die is its starting size, which increases by one step when you reach Wizard levels 5 (d8), 11 (d10), and 17 (d12).

When you use a feature that risks Intrusion, roll your Intrusion Die. On a 2 or higher, no Intrusion occurs, and the Intrusion die reduces in size one step on the progression.

On a roll of 1, the Intrusion Die rises in size one step, and you roll on the Intrusion table to determine what happens as reality fractures. Intrusions use your spell save DC.

The Intrusion Die increases in size by one step (up to its starting size) when you finish a Short Rest, and it resets to its starting size when you finish a Long Rest. Additionally, you can focus alien potency into your spells. When you cast a spell using a spell slot, you can risk Intrusion to choose one of the following.

Overwhelming Mind

One target of the spell has Disadvantage on the first saving throw made against it.

Seeking Eye

You have Advantage on the first attack roll you make for the spell.

Intrusion
1d12Effect

1

You feel a presence behind you that whispers incomprehensible things into your soul. Until the end of your next turn, you can only do one of the following on a turn: take an action, a Bonus Action, or move.

2

Space twists and melts in a 30-foot Emanation around you. Each creature (including you) in the area struggles against the warping of reality. An affected creature's Speed is halved until the end of your next turn.

3

The nearest other creature within 60 feet of you must succeed on a Constitution saving throw or take Necrotic damage equal to two rolls of your Intrusion Die (at its starting size), and you regain a number of Hit Points equal to the damage dealt.

4

Reality tears in your space until the end of your next turn. You and each creature that can see the tear must succeed on a Wisdom saving throw or have the Frightened condition while the tear exists.

5

One of your arms warps into an alien appendage, such as a distorted version of an arm or a twisting tentacle, for 1 minute. You can make Unarmed Strikes with the limb using your spell attack bonus. Instead of the normal damage, roll a number of your Intrusion dice (at its starting size) equal to your Proficiency Bonus. The target takes Acid damage equal to the total rolled.

6

Alien landscapes overlay your vision, giving you the Blinded condition until the end of your next turn.

7

Unnatural thoughts disorient you, giving you the Incapacitated condition until the end of your next turn.

8

You experience an instant of terrible clarity. You take Psychic damage equal to two rolls of your Intrusion Die (at its starting size), and for 1 minute, your spell save DC is increased by 2.

9

You regain an expended spell slot of level 5 or lower (your choice), and you take Necrotic damage equal to twice the slot's level. This damage can't be reduced or prevented in any way.

10

When you cause this Intrusion and at the end of each of your turns for 1 minute, pulses in the fabric of space fill a 15-foot Emanation originating from you, giving you and each creature in it the Prone condition.

11

For 1 hour, you hear whispered, disembodied thoughts of hateful scorn directed at you. While you can hear the whispers, you have Disadvantage on ability checks and saving throws that rely on Wisdom.

12

An Aberration or a Fiend with a CR equal to your Wizard level or lower (GM's choice) appears in an unoccupied space within 30 feet of you. The GM decides the creature's attitude (Hostile/Indifferent/Friendly) and actions.

Reality Tear (Level 6)

Choose a spell of level 3 or lower from the Warlock spell list. You always have the spell prepared. You can change your chosen spell when you finish a Long Rest. When you cast the spell, you can risk Intrusion to remove the need to Concentrate on it, and the spell ends after 1 minute or its normal duration, whichever is shorter. Additionally, you can cause an automatic Intrusion (and increase the die's size one step, up to its starting size) to cast the spell once without a spell slot, and you regain the ability to do so when you finish a Long Rest.

Occult Presence (Level 10)

When you cause an Intrusion, you can roll twice on the Intrusion table and choose which result to use, and you can negate the Intrusion by gaining 1 Exhaustion level. Additionally, you gain one of the benefits below, and you can change your chosen benefit when you finish a Long Rest. As a Bonus Action, you can cause an automatic Intrusion (and increase the die's size one step, up to its starting size) to change your chosen benefit.

Alien Consciousness

You gain Immunity to the Charmed and Frightened conditions, and you can't be possessed.

Cosmic Resistance

You gain Resistance to Necrotic and Psychic damage.

Spatial Domination

You gain a Fly Speed equal to your Speed and can hover.

Beyond Space (Level 14)

The nature of distance and location is revealed for the lie that it is. You always have the Scrying spell prepared.

When you cast Scrying, you can risk Intrusion to choose one of the following.

All Knowing

Treat your connection to a target creature as if you have part of its body.

All Seeing

Cast the spell as an action instead of its normal casting time.

When you cast Scrying, during the spell's duration, as a Magic action you can cause an automatic Intrusion (and increase the die's size one step, up to its starting size) to teleport yourself, and any willing creatures within 10 feet of you, to unoccupied spaces you can see through the scrying sensor.

Order of Hibernation

Order of Hibernation (Level 3)

Winter Reserves (Level 6)

Starting at 6th level, you have learned to stockpile arcane energy and draw upon the power of this potential. As long as you have three spell slots remaining, you gain the following benefits:

  • You have +1 bonus to saving throws.

  • While you are not wearing any armor, you have a +2 bonus to AC.

  • You add your Intelligence modifier to the damage you deal with any wizard spell.

Arcane Stitching (Level 10)

Beginning at 10th level, your stored arcane energy works to heal your wounds. If you start your turn with less than half of your maximum hit point value and your Winter Reserves feature is active, you regain hit points equal to your proficiency modifier. You don't gain this benefit if you have 0 hit points.

Additionally, when you take a short rest, you regain the maximum number of hit points possible from any Hit Dice you spend.

Wrathbearer (Level 14)

At 14th level, your ability to hold and stockpile has taught you how to keep only what you need, and to turn the rest into a surge of arcane force. Once per turn when you cast a spell, you can release a wave of energy using one or both of the following options:

  • When you cast a spell, you can expend any number of wizard Hit Dice to push creatures away from you. Choose any number of creatures within 30 feet of you that you can see. Each creature must make a Strength saving throw against your spell save DC or be pushed a distance in feet equal to the rolled result of the Hit Dice expended.

  • When you cast a spell, you can expend a spell slot to deal damage to creatures around you. Choose any number of creatures within 30 feet of you that you can see. Each creature must make a Constitution saving throw against your spell save DC, taking 1d8 force damage per level of the spell slot expended on a failed save, or half as much damage on a successful one.

Order of Scribes

Order of Scribes (Level 3)

Manifest Mind (Level 6)

6th-level Order of Scribes feature

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

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

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

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

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

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

Master Scrivener (Level 10)

10th-level Order of Scribes feature

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

The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.

You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.

One with the Word (Level 14)

14th-level Order of Scribes feature

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

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

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

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

Order of the Spellforge

Order of the Spellforge (Level 3)

Faraway Blade (Level 6)

At 6th level, you can use an action to slash the air in front of you with a sword you are holding to make a ranged spell attack with it against a target that you can see within 60 feet of you, using your wizard spell attack bonus. The target gains no benefit from cover against this attack. If the sword grants a bonus to attack or damage rolls made with it, such as a +1 longsword, those bonuses also apply to this spell attack; if something else would normally grant you a bonus to your spell attacks, you choose which bonus to use. On a hit, the target takes force damage equal to 2d8 + your Intelligence modifier. This damage increases by 1d8 when you reach 11th level (3d8) and 17th level (4d8).

Alternatively, if you cast a spell that requires you to make a melee weapon attack as part of casting it, you can choose to allow your flying sword familiar to deliver the attack against a target within 5 feet of it instead.

Razor Wit (Level 6)

Also at 6th level, you can use a sword as an arcane focus for your wizard spells. When you use a sword to make a melee attack, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage roll.

In addition, your flying sword familiar uses your proficiency bonus, and it adds your Intelligence modifier to its attack and damage rolls, instead of its Strength. The familiars weapon attacks are also considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks.

Guardian Amulet (Level 10)

Starting at 10th level, you can create a magical amulet. To do so, you must spend 8 hours of work transforming an amulet worth at least 100 gp.

You gain special benefits while wearing the amulet. Constructs have disadvantage on attack rolls made against you while you wear it. You can also use an action to gain an additional benefit from it, which lasts until you finish a short or long rest or until you die. The options you can choose for this benefit are listed below. You can not use the feature again until you finish a short or long rest.

  • You are immune to poison damage and can not be diseased or poisoned.

  • You have advantage on saving throws against being charmed or frightened.

  • You have blindsight out to a range of 30 feet.

  • You do not need to breathe.

If another creature is wearing the amulet, constructs have disadvantage on attack rolls against that creature, but it gains no other benefits from wearing the amulet. If you create a new amulet, the previous one ceases to function.

Spell Storing (Level 14)

By 14th level, you can store one spell of 5th level or lower in your construct familiar. To do so, you must cast a spell on the familiar, which must have a casting time of 1 action or bonus action and can not require concentration. The spell has no effect but is stored within the familiar. At your command, the familiar casts the stored spell using its action or bonus action (as determined by the spells casting time) and requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. A stored spell is also lost if the familiar is reduced to 0 hit points or permanently dismissed.

Osteomancer

Osteomancer (Level 3)

Bone Puppetry (Level 6)

Beginning at 6th level, as an action, you focus your grim magic towards a creature with bones within 60 feet of you. It must make a Strength saving throw against your spell save DC. On a failure, you take total and precise control of its skeleton. Until the end of the creature's next turn, it takes only the actions you choose and doesn't do anything that you don't allow it to do. In the creature's efforts to resist your command, attack rolls it makes against its allies have disadvantage, and its allies have advantage on saving throws from effects caused by the creature.

You can only have one such creature under your control at a time. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Skeletal Mastery (Level 10)

Starting at 10th level, you are a master of your own body; you can reshape your bones, including those of your face, to appear as a completely different person. You can cast alter self at will, without expending a spell slot or needing to concentrate on the spell. When you cast this spell using this feature, you can only use the Change Appearance or Natural Weapons options.

In addition, you also gain the ability to dissolve or restore your own skeleton as an action. While boneless, you can move yourself through sheer muscular and magical control. In this form, your speed becomes 10 feet, and you can move through a space as narrow as 5 inches without squeezing. Further, you are considered prone, cannot use your hands, and you can't attack or cast spells. As a bonus action, you can regenerate the bones in your hands to exert finer control over them until the end of your next turn.

Improved Bone Puppetry (Level 14)

At 14th level, you've enhanced your mastery over skeletal manipulation. When a creature fails its saving throw against your Bone Puppetry feature, your control of the creature lasts for 1 minute instead. The creature can't resist your command; it doesn't suffer disadvantage on attacks against its allies, nor do they have advantage on saves against effects caused by the creature. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. You must concentrate on this feature as you would concentrate on a spell, and damage can't break your concentration.

Once under your control, when the creature repeats the saving throw against your Bone Puppetry, you can choose to expend one additional use of the feature to give the creature disadvantage on the save. You must decide to do so before seeing the result of the roll.

Paired Witch

Paried Witch (Level 3)

Cohort (Level 3)

The Land Provides (Level 6)

By the time you reach 6th level, your spiritual connection to the land has granted you and your cohort protection against those who would use its power against you. You both gain resistance to poison damage, and are immune to the poisoned condition.

Born Leader (Level 10)

With your title comes authority, and at 10th level you learn a new way to wield it. As an action, you can issue a simple command (such as those detailed in the command spell) to a number of creatures equal to double your Charisma modifier. Each target must make a Wisdom saving throw against your spell save DC, or be magically compelled to carry out the command for a number of rounds equal to your Charisma modifier.

At the end of each of their turns for the duration, targeted creatures can repeat the Wisdom saving throw, ending the effect on themselves on a success.

On each of your turns for the duration, you can issue a new command that must be able to be performed in one round. For the following round, targeted creatures will instead perform the new command on their turn.

Once you've used this feature, you must finish a long rest before doing so again.

Intimidating Aura (Level 14)

By 14th level, you exude an aura of power and importance that inspires fear and awe in those around you. As long as you aren't incapacitated, hostile creatures who enter or begin their turn in a space within 10 feet of you must make a Wisdom saving throw or become frightened of you until the beginning of your next turn.

Path of the Forge Master

Forge Master (Level 3)

Demonic Undead (Level 6)

Starting at 6th level whenever you cast a spell to raise an undead creature you can instead summon a fiend whose challenge rating is no higher than 1/3 of your level rounded down. If a spell lets you summon more than one undead you can summon multiple fiends but the combined challenge rating of all of the summoned fiends must still be equal to or less than 1/3 of your level in this class. Any fiends summoned in this way can make a charisma saving throw at the beginning of its turn against your spell save DC. On a success the creature is no longer under your control and lasts for 1d4 rounds before disappearing.

Bigger and Better (Level 10)

Starting at 10th level the fiends you summon are more powerful. You can now summon any fiend whose CR is equal to or lower than half your wizard level rounded down. In addition all fiends you summon have the following benefits while under your control:

  • The fiend spawns with a number of temporary hit points equal to your wizard level.

  • The fiend adds your intelligence modifier to all attack rolls and saving throws it makes.

Master of the Damned (Level 14)

Once you reach 14th level your control over your fiends is unbreakable. You cannot lose concentration on a spell used to summon a fiend while you are conscious and fiends you summon can no longer break free of your control.

Path of the Shrouded Arts

Shrouded Arts (Level 3)

Out of Mind's Eye (Level 6)

At 6th level, you can erase yourself from a creatures sight momentarily. As a bonus action, choose a creature within 60 feet of you. That creature must make a Wisdom saving throw against your wizard spell save DC. On a failed save, you become invisible to the creature for 1 minute, or until you affect it with a spell or attack.

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

One Among Hundreds (Level 10)

At 10th level, you can change your appearance on a whim, mimicking the personas of others. You can cast disguise self at will, without expending a spell slot. When you cast disguise self this way, you can seem up to 3 feet shorter or taller than normal, and if you disguise yourself as a humanoid you've observed for at least an hour, you have advantage on Charisma checks made to impersonate them.

Shroud of Oblivion (Level 14)

At 14th level, you've learned how to weave the Shroud of Oblivion, a cloak of powerful enchantment and illusion magic. As an action, you can don the shroud for 1 hour. For the duration, you gain the following benefits:

  • Creatures that see you during that time can't recall your physical appearance, your mannerisms, or any other identifying features.

  • Creatures that interact with you must make a Wisdom saving throw against your wizard spell save DC once the interaction ends. You can choose to exclude a creature from this effect. On a failed save, the creature forgets all details of the interaction, rationalizing any of its outcomes. A remove curse or greater restoration spell cast on the creature can restore its memory to normal.

  • Spells you cast can't be perceived by spells, features and effects that detect or react to magic, unless you choose otherwise, and leave no magical trace.

Once you've used this feature, you can't do so again until you finish a long rest.

Pathology

Pathology (Level 3)

Sanitize & Infect (Level 6)

At 6th level, you have learned how to both remove and bring disease. You add the lesser restoration and stinking cloud to your spellbook, and lesser restoration is considered a wizard spell for you. When you cast stinking cloud, you can choose to have the spell centered on yourself and move with you for the spell's duration, and you are immune to the spell's effects while it is active. The spell also does not require concentration when cast in this way.

Once you cast stinking cloud 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.

Afflicted Constitution (Level 10)

By 10th level, you have become attuned to the effects of disease. You gain immunity to the poisoned condition and disease.

In addition, you add the contagion spell into your spellbook. When you cast contagion, you can inflict a target with two effects instead of one.

Once you cast contagion 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.

Malady Mastery (Level 14)

At 14th level, the diseases and poisons you create have become dangerously efficient. Whenever a creature fails a saving throw against one of your spells that deals acid or poison damage or inflicts a disease, the creature's maximum hit points are reduced by an amount equal to twice your wizard level plus your Intelligence modifier for the next year. A creature can only be affected by this ability once per year, and a creature affected by this ability cannot restore these lost hit points for the duration of the effect, aside from the greater restoration or wish spells.

Philosopher

Philosopher (Level 3)

Distill the Essence of Creation

Philosophers have focused their study of wizardry on the fundamental nature of existence and reality. They seek the most quintessential truths of creation and manipulate those forces and substances through alchemical practice. Through understanding, deconstruction, and reconstruction, they master the natural energies of the world around them and alter it to their will.

Every Wizard who walks the steps of the Philosopher does so to solve some specific problem, even if only at first. The Philosophical Pursuits table offers challenges or goals that set you onto your study of alchemical magic.

Philosophical Pursuits
1d12Guiding Goal

1

Someone close to you is lost in time, the planes, or some other esoteric state of being. Unraveling the nature of reality is your path to finding them.

2

You suffered a debilitating ailment or injury and turned to the study of magic to deconstruct the impairment's nature and transmute it.

3

Your teacher was killed by a rival Philosopher, and you must learn all you can of that discipline to protect yourself and bring them to justice.

4

The rediscovered research of a missing mage unlocked the first secrets of your understanding but contains many more you can't yet decipher.

5

Wizardry provides a path to immense power, but you know an even greater state of being awaits your ascension.

6

You encountered a material with miraculous properties, and you can't rest until you discover the secret of its creation.

7

Your sibling's soul was separated from their body in a spell gone wrong, and you cannot forgive yourself until you make them whole.

8

You were a stage performer who wowed audiences with magical acts, and you seek the ultimate magic trick to become a legend.

9

You come from an impoverished hometown and wish to utilize the transmutation of metals to bring prosperity to your community.

10

In your pursuit to be closer to the gods, you have sought the secrets of creating new life forms in your own image.

11

You were raised to revere the four elements, and you hypothesized that mastering the stuff of existence will bring harmony to them all.

12

You had aspirations of joining the military and rising through the ranks, believing that the magic of reality can be used as a weapon of war.

Alchemical Knowledge

You gain a set of Alchemist's Supplies. You have proficiency with it and can use it as an Arcane Focus. Additionally, you can use Alchemist's Supplies instead of the normal tool to craft a magic item.

Quintessence

You have learned the fundamental process of dissolution. You know the Dissolution cantrip. A creature or object you reduce to 0 Hit Points with the cantrip is destroyed. If the target was Small or larger, it dissolves into a measure (1 ounce) of crystalline powder called Quintessence. You can have a maximum amount of Quintessence equal to twice your Intelligence modifier at one time (mimium of 2 measures). If you create more, the oldest measure vanishes. You can use Quintessence you are touching in the following ways.

Material Component

When you cast a spell, you can expend Quintessence to serve as the spell's Material components up to a value of 100 GP per Quintessence expended.

Reagent

When you scribe a spell into your spellbook, or when you use Alchemist's Supplies to craft a magic item, you can expend Quintessence to serve as 50 GP worth of material for the task per Quintessence expended.

Vitriolic Enhancement

When you cast a spell that deals damage, you can expend 1 Quintessence as an additional Material component to change one damage type the spell deals to Force.

Albedo (Level 6)

You can purify your Quintessence to amplify your spells. When you cast a spell using a spell slot, you can expend 1 Quintessence as a Material component to increase the level of the spell slot by 1, up to level 9. The maximum Quintessence you can expend in this way on a given spell is half of your Proficiency Bonus (rounded up).

Citrinitas (Level 10)

You can now manipulate Quintessence to create, not merely to purify. You always have the Creation and Fabricate spells prepared, and you can cast each spell once without expending a spell slot, regaining the ability to do so when you finish a Long Rest. When you cast a spell using this feature, you can cast the spell as an action rather than its normal casting time. You can also cast the spells normally using spell slots of the appropriate level. Additionally, when you cast Creation, you can expend a number of Quintessence up to your Intelligence modifier (minimum of 1) to multiply the spell's duration by 1 plus the amount expended.

Rubedo (Level 14)

The culmination of your great work, you can now distill your perfected knowledge of existence into a physical form. When you finish a Short or Long Rest, you can expend 10 Quintessence to create a philosopher's stone—a translucent red crystal. The stone is a Tiny magical object with AC 19, HP 20, and Immunity to all damage except Force. If you create a second philosopher's stone, the first one vanishes. While you carry the stone, it grants you the following benefits.

Amplification

When you cast a spell, you can expend up to 2 Quintessence as an additional Material component to increase your spell save DC for that spell by the same amount.

Equivalent Exchange

When you fail a saving throw, you can take a Reaction to expend 5 Quintessence to succeed on the save instead.

Longevity

You stop aging and don't suffer any effects from old age, including dying from it.

Sympathy

The stone counts as part of your body for the purpose of the Scrying spell and for spells that restore you to life if you die. The stone itself serves as the Material component for the spell (if any) and is destroyed when the spell is cast.

Philosophy

Philosophy (Level 3)

Albedo (Level 6)

You can purify your Quintessence to amplify your spells. When you cast a spell using a spell slot, you can expend 1 Quintessence as a material component to increase the level of the spell slot by 1, up to 9th level. The maximum Quintessence you can expend in this way on a given spell is half of your proficiency bonus (rounded up).

Citrinitas (Level 10)

You can now manipulate Quintessence to create, not merely to purify. You add the Creation and Fabricate spells to your spellbook if they aren't there already, and you can cast each spell once without expending a spell slot, regaining the ability to do so when you finish a long rest. When you cast a spell using this feature, the casting time becomes 1 action. You can also cast the spells normally using spell slots of the appropriate level.

Additionally, when you cast Creation, you can expend a number of Quintessence up to your Intelligence modifier (minimum of 1) to multiply the spell's duration by 1 plus the amount expended.

Rubedo (Level 14)

The culmination of your great work, you can now distill your perfected knowledge of existence into a physical form. When you finish a short or long rest, you can expend 10 Quintessence to create a Philosophy's stone—a translucent red crystal. The stone is a Tiny magical object with an AC of 18, 20 hit points, and immunity to all damage except force. If you create a second Philosophy's stone, the first one vanishes. While you carry the stone, it grants you the following benefits.

Amplification

When you cast a spell, you can expend up to 2 Quintessence as an additional material component to increase your spell save DC for that spell by the same amount.

Equivalent Exchange

When you fail a saving throw, you can use your reaction to expend 5 Quintessence to succeed on the save instead.

Longevity

You stop aging and don't suffer any effects from old age, including dying from it.

Sympathy

The stone counts as part of your body for the purpose of the Scrying spell and for spells that restore you to life if you die. The stone itself serves as the material component for the spell (if any) and is destroyed when the spell is cast.

Philosophy

Philosophy (Level 3)

School of Thought (Level 6)

At 6th level, you have gained knowledge of various schools of thought. At the end of a long rest, you can adhere yourself to a school of philosophical thought that grants you a certain benefit. Choose the benefit from the following options. Once you have adhered to one school, you cannot adhere to another school again until you finish a long rest.

Existentialism. The study of the individual's free will. You have advantage on saving throws against spells or other magical effects that would force you act against your will, such as hold person or command.

Nihilism. The belief that moral facts cannot exist. Once per long rest, you can cast the protection from evil and good spell on yourself without expending a spell slot.

Skepticism. The practice of questioning or expressing doubt. You have advantage on saving throws against illusions, and you have advantage on Wisdom (Insight) checks.

Stoicism. The practice of self control and endurance. You have advantage on saving throws against being charmed or frightened, and you have advantage on Strength checks and saving throws.

Questioning Mind (Level 10)

By 10th level, your mind has strengthened from your time thinking and debating. You gain resistance to psychic damage.

Additionally, once per long rest, you can reroll one Intelligence, Wisdom and Charisma saving throw. You can reroll once per each saving throw.

Master Philosopher (Level 14)

By 14th level, you have become a legendary philosopher, able to sway anyone to see your reason and logic. When you use your Philosophical Inquiry feature, you can choose to use the abilility as an action, choosing any number of creatures of your choice within a 30 foot radius centered on you that can hear you to make an Intelligence saving throw against the effect, though they do not have to share a language with you.

On a subsequent turns, you can use your action to maintain this effect on each creature affected, extending its duration until the end of your next turn. A creature affected by this can repeat the saving throw at the end of their turn, ending the effect. This effect also ends early on a creature if the creature takes damage or can no longer hear you.

Once you have used your Philosophical Inquiry feature in this way, you cannot do so again until you finish a long rest.

Plague Doctor

Plague Doctor (Level 3)

Bad Medicine (Level 6)

Starting at 6th level, when you craft a concoction you can choose to expend a spell slot without choosing a spell, instead crafting bad medicine. When you create a dose of bad medicine, choose one effect per level of spell slot expended.

  • The creature is poisoned.

  • The creature's movement speeds are halved.

  • The creature takes an additional 1d4 necrotic damage the first time it takes damage each turn.

  • The creature takes 1d6 poison damage each time it takes an action, bonus action, or reaction on a turn.

  • The creature takes acid damage equal to the level of the spell slot expended at the start of each of its turns.

As an action, you can hurl a dose of bad medicine at a point you can see within 30 feet. Creatures within 10 feet of that point must make a Constitution saving throw against your wizard spell save DC. On a failure, the creature suffers all of the chosen effects for the next minute.

As an action, the affected creature can attempt another Constitution saving throw to end any effects early.

Breathe It In (Level 10)

Beginning at 10th level, being persistently exposed to the most deadly ailments known has given you some small measure of resistance to them. After you take necrotic or poison damage, you gain temporary hit points equal to the damage. In addition, you are immune to disease and have advantage on saving throws against being poisoned.

Medicinal Master (Level 14)

Starting at 14th level, when you heal with your Good Medicine or deal damage with your Bad Medicine, roll an additional 2d8 to determine the amount of hit points regained or necrotic damage dealt.

Plague Doctor

Plague Doctor (Level 3)

Plague Your Enemies with Magical Concoctions

Blending spellcasting with science, you distill your magic into concoctions that harm or heal. Plague Doctors often wear grotesque masks protecting them from their toxic ingredients. Many fearfully regard the mask as a sign of pestilence, making Plague Doctors a source of both hope and trepidation.

Potion Craft

You gain proficiency in the Medicine skill and proficiency with the Herbalism Kit and Alchemist's Supplies.

Additionally, you have learned to create magical potions.

Crafting

With 10 minutes of work or when you finish a Short or Long Rest, you can prepare magical potions if you have an Herbalism Kit or Alchemist's Supplies. When you do so, you must expend a level 1+ spell slot for each potion you create and choose a spell from your spellbook that targets only one creature. The chosen spell must be of an equal or lower level than the expended spell slot.

Consuming

As a Bonus Action, a creature can drink the potion or administer it to another creature within 5 feet of it. When a creature consumes the potion, it becomes the target of the spell as if you had cast it. If the spell requires Concentration, the creature that consumes the potion Concentrates on it.

Unconsumed potions last until you finish a Long Rest or until you use this feature again.

Good Medicine

When you craft a potion, you can choose to expend a spell slot without choosing a spell to craft a dose of Good Medicine. As a Bonus Action, you can drink the dose or administer it to another creature within 5 feet of yourself. When Good Medicine is consumed, roll a number of d8s equal to the level of the spell slot expended, and the target regains Hit Points equal to the roll's total. If you expended a level 3+ spell slot on this feature, Good Medicine also removes the Poisoned condition.

Bad Medicine (Level 6)

When you craft a potion, you can choose to expend a spell slot without choosing a spell to craft a dose of Bad Medicine. When you create a dose, choose one effect per level of the spell slot expended.

  • The creature has the Poisoned condition.

  • The creature's Speed is halved.

  • The creature takes an extra 1d4 Necrotic damage the first time it takes damage each turn.

  • The creature takes 1d6 Poison damage each time it takes an action, Bonus Action, or Reaction.

  • The creature takes Acid damage equal to the level of the spell slot expended at the start of each of its turns.

As a Magic action, you can hurl a dose of Bad Medicine at a point you can see within 30 feet. Creatures within 10 feet of that point must make a Constitution saving throw against your spell save DC. On a failed save, the target suffers one of the chosen effects for 1 minute. On each of its turns, the target can take an action and repeat the save, ending the effect on itself on a success.

Breathe It In (Level 10)

Being persistently exposed to the deadliest ailments known has given you some small measure of resistance. After you take Necrotic or Poison damage, you gain Temporary Hit Points equal to the damage taken. In addition, you are Immune to the Poisoned condition.

Medicinal Master (Level 14)

When Good Medicine restores Hit Points to a creature, that creature regains 2d8 additional Hit Points.

When Bad Medicine deals Acid damage to a creature, that creature takes 2d8 extra Acid damage. Additionally, target creatures have Disadvantage on their saving throw.

Primal Magic

Primal Magic (Level 3)

Primal Strike (Level 6)

Starting at 6th level, you gain ferocious melee attacks when in the primal state. When you use an action to cast a spell or cantrip that is a melee spell attack, you can also make a melee weapon attack as part of that action. If that attack hits, in addition to normal damage, you deal extra force damage equal to your Intelligence modifier.

Primal Shield (Level 10)

Starting at 10th level, you learn how to use your magic to defend yourself in close-quarter battles. When you are hit by a melee attack from an adjacent foe, you can use your reaction to expend a spell slot of 3rd level or higher. Doing so gives you resistance to bludgeoning, piercing, or slashing damage against that attack. Expending a slot of 5th level or higher gives you resistance to all damage against that attack.

Refocus Energy (Level 14)

Starting at 14th level, when you lose concentration on a wizard spell because of damage taken in combat, you can use a reaction to channel that energy into an immediate attack. When a Constitution saving throw is failed to maintain concentration, make a melee spell attack against an adjacent enemy as a reaction. If that attack hits, deal 1d6 force damage for each level that the spell lost was cast at. You may not choose to automatically fail the concentration check.

Puppeteer

Puppeteer (Level 3)

Animate Object (Level 6)

Starting at 6th level, you can use an action to expend 1 or more uses of this feature to cast the animate objects spell, without expending a spell slot. You have a number of uses equal to your Intelligence modifier, and you regain all expended uses of it when you finish a long rest.

When you cast the spell using this feature, it animates a single object, and you can only have one object animated in this way at a time. Refer to the table below. The maximum size of the object you can animate is determined by the number of uses you expend. This version of the spell doesn't require your concentration, and its duration is based on the size of the animated object. The spell ends early if you choose to end it (no action required) or if you use this feature to cast it again.

When an animated object hits a hostile creature with an attack, that target gains a number of arcane strings (as if it were affected by a spell you cast) equal to the number of uses of this feature you expended to cast the spell.

For example, you can expend 4 uses of this feature to animate a Large object. It can remain animated for 10 minutes, and on a hit, the target gains 4 strings that remain until the end of your next turn.

Tangle Strings (Level 10)

Beginning at 10th level, you have advantage on saving throws against being charmed, possessed, or otherwise controlled against your will. Furthermore, weapon attack rolls made against you take a penalty equal to the number of arcane strings attached to the attacker.

In addition, when a strung creature that you can see makes a Dexterity saving throw, you can use a reaction to expend those strings and reduce the result of the creature's save by the number of strings that were attached to it. You can decide to use this reaction after the creature makes its saving throw, but must do so before the GM determines whether the save succeeds or fails.

Quick Control (Level 14)

By 14th level, you can cast any spell with "Animate," "Dominate," or "Hold" in its name that has a casting time of 1 action using a bonus action instead.

In addition, you can use a bonus action to move a willing creature (other than you) that you can see up to its speed; the creature must be within 100 feet of you and must use its reaction to move. Alternatively, when a willing creature that you can see within that range (other than you) makes a Dexterity check or Dexterity saving throw, you can use your reaction to allow that creature to use your Intelligence modifier in place of its Dexterity modifier for the roll.

Pyromancy

Pyromancy (Level 3)

Arson's Talents (Level 6)

By 6th level, you have become a mighty wielder of flame. Whenever you cast a spell that deals fire damage, you can expend one additional spell slot to enhance the power of the flame, the particular enhancing depending on the spell slot you use.

An additional 1st-level spell slot can increase the spell's range. The spell's range then doubles.

An additional 2nd-level spell slot can increase the strength of the spell. Choose one creature targeted by the spell. The fire damage dealt by your fire spell ignores resistance to fire damage and treats immunity to fire damage as resistance.

An additional 3rd-level spell slot can increase the spell's potency. Each creature within 15 feet of the target of your fire spell must make a Dexterity saving throw, or take fire damage equal to half your wizard level.

Flamed Skin (Level 10)

By 10th level, your body has become attuned to flame, and its warmth is always with you. You have advantage on saving throws against spells or other abilities effects that deal fire damage.

Additionally, if a creature would take no damage due to succeeding on a saving throw against a spell you cast that deals fire damage, they instead take half of the damage instead of none, but suffer no additional effect.

Immolation Mastery (Level 14)

At 14th level, you have become a master of pyromancy. Whenever you cast a spell that deals fire damage, or succeed on a saving throw against a spell that deals fire damage, you can absorb some of the flames of the spell and have it coat your body. If you do so, a creature who enters for the first time on their turn an area within a 15 foot radius of you must make a Constitution saving throw or take fire damage equal to twice your wizard level on a failed save, and half as much on a success. This effect lasts for 1 minute.

Once you have used this feature, you cannot do so again until you finish a long rest.

Quantumurgy

Quantumurgy (Level 3)

Quantum Leap (Level 6)

At 6th level, you have learned how to increase your power by absorbing light. As a bonus action, you can absorb light from a light source within 30 feet of you, ranging from a torch to sunlight. Absorbing light from its source does not affect the brightness of the source. For 1 minute, whenever you cast a quantumurgy spell of 1st level or higher, you add one additional damage die to the spell's damage.

Once you have used this feature, you cannot do so until you finish a long rest.

Attomic Attunement (Level 10)

By 10th level, you have become further attuned to the magic of quantumurgy. You gain resistance to force and radiant damage.

Parallel Spell (Level 14)

By 14th level, your knowledge of possibilities and outcomes has allowed you to choose between them. When you cast a quantumurgy spell of 1st level or higher that targets a single target, and the spell attack misses or the target succeeds on their saving throw against the spell's effects, you can pull forth from an alternate reality the spell succeeding, and the creature instead fails its saving throw against the spell's effects.

Once you have used this feature, you cannot do so again until you finish a long rest.

Recollection

Recollection (Level 3)

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 gain resistance to psychic damage, and 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.

Esoteric Reminiscence (Level 14)

At 14th 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.

Ring Warden

Ring Warden (Level 3)

Master Metalsmith (Level 6)

Beginning at 6th level, you can add double your normal proficiency bonus with the tools you chose at 2nd level. When using your chosen tools to craft mundane or magical items, you make double the normal progress each day.

Additionally, you learn the formula to craft a single type of magical ring chosen from the following list: ring of jumping, ring of mind shielding, ring of protection, ring of the ram, ring of regeneration, ring of resistance. At the GM's discretion, you can choose a ring not listed here. You must meet all the standard prerequisites for crafting the ring and pay the required gold as normal, along with any special materials or conditions set by the GM.

Imbue Ring (Level 10)

Starting at 10th level, you can imbue magic into the rings embedded in your ring-staff. When you cast a spell, you can choose to imbue the spell into one of the rings. As long as the spell is imbued, you can't regain the expended spell slot. As an action, you can remove an imbued ring from the staff and give it to another creature (or hold it yourself). A creature holding an imbued ring can release the imbued spell as an action. Attack rolls, saving throws, and damage are based on the caster who imbued the ring, but the creature holding the ring counts as the spell's caster for all other purposes.

An imbued ring is considered an ongoing spell for purposes of dispel magic. You can have a number of rings imbued at one time equal to your proficiency bonus.

Ring Bond (Level 14)

At 14th level, with 1 hour of work (which can be done during a short rest), you can embed a single magical ring into your ring-staff. As long as you hold the ring-staff, you gain the effects of the embedded ring as if you were attuned to it and wearing it (including any negative effects of attuning to the item, such as curses). This ring doesn't count as one of your three attuned magic items.

You can remove an embedded ring (along with its attunement) with 1 hour of work, and you can replace it with a new one at the same time.

Ring Warden

Ring Warden (Level 3)

Master Metalsmith (Level 6)

Beginning at 6th level, you can add twice your normal proficiency bonus when you use the tools you chose at 2nd level. When using your chosen tools to craft nonmagical or magical items, you make twice the normal amount of progress each day.

Additionally, you learn the method for crafting a single kind of magic ring chosen from the following list: ring of jumping, ring of mind shielding, ring of protection, ring of the ram, ring of regeneration, or ring of resistance. At the GM's discretion, you can choose a ring not listed here. You must meet all the standard Prerequisites for crafting the ring and pay the required gold as normal, along with providing any Special materials or meeting any conditions set by the GM.

Imbue Ring (Level 10)

Starting at 10th level, you can imbue magic into the special rings that decorate your ring-staff. When you cast a spell, instead of having it take effect normally, you can choose to store the spell in one of the rings. As long as the spell is stored, you can't regain the expended spell slot. You can remove an imbued ring from the staff and give it to another creature (or hold it yourself) as an action. A creature holding an imbued ring can release the stored spell as an action. Attack rolls, saving throws, and damage are based on the caster who imbued the ring, but the creature holding the ring counts as the spell's caster for all other purposes.

After you remove an imbued ring from the staff, you must create a new Special ring and affix it to the staff by working for 8 hours and spending 5 gp in raw materials. An imbued ring is considered a magical effect for the purpose of dispel magic. You can have a number of rings imbued at one time equal to your proficiency bonus.

Ring Bond (Level 14)

At 14th level or higher, with 1 hour of work (which can be accomplished during a short rest), you can embed a single magic ring that you possess into your ring-staff. The ring's rarity must be common, uncommon, or rare. As long as you hold the ring-staff, you gain the effect of the embedded ring as if you were attuned to it and wearing it (including any negative effects of attuning to the item, such as curses). This embedded ring doesn't count as one of your three allowable attuned magic items.

With one hour of work, you can remove an embedded ring (along with its attunement) and replace it with a new one if desired.

Ritualist

Ritualist (Level 3)

Accelerated Rituals (Level 6)

You can accelerate the ritual process for spells with which you are exceptionally familiar. Beginning at 6th level, you can cast the ritual version of any 1st-level spell from your spellbook without the additional 10 minute casting time.

You can accelerate a ritual spell in 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.

As you gain levels in this class, you learn to accelerate higher-level ritual spells: 2nd-level rituals at 10th level, 3rd-level rituals at 14th level, and 4th-level rituals at 18th level.

Formulaic Breakthrough (Level 10)

Your deep knowledge of ritual magic allows you to ritualize even non-ritual spells. Starting at 10th level, you can cast any 1st-level spell in your spellbook as a ritual so long as it doesn't deal damage or require a saving throw.

As you gain levels in this class you learn to ritualize higher level spells that don't deal damage or require a saving throw; 2nd-level spells at 14th level, and 3rd-level spells at 18th level.

Ritualists and Research

While all wizards rely on spell scrolls, Ritualists are known for going to great lengths to expand their spellbooks, especially looking to add new rituals.

Master Ritualist (Level 14)

You have reached an unparalleled understanding of ritualistic magic and its applications. Beginning at 14th level, you can concentrate on the effects of up to two ritual spells at once.

The total levels of the spells you concentrate on cannot exceed your Intelligence modifier (minimum of 1st-level), and when you are forced to make a Constitution saving throw to maintain concentration on your spells, you make one saving throw for both concentration effects.

In addition, whenever you cast the ritual version of a spell that has a duration longer than instantaneous, the duration of the spell's effect is doubled.

Sangromancer

Sangromancer (Level 3)

Spill Blood for Power

You study an uncommon school of magic known as Sangromancy or blood magic. Despite its dark reputation, there's nothing inherently evil about the practice of Sangromancy, though its demands on its practitioners are gruesome. As a Sangromancer, your chosen magic demands more than knowledge: it demands sacrifice. Other Wizards may view you with skepticism or even outright hostility, but none can deny the potency of your art.

Sangromancy Savant

Sangromancy spells count as Wizard spells for you. Choose two Sangromancy spells, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Sangromancy spell to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Full-Blooded

You draw magic from blood. It is represented by your Sangromancy Dice, which fuel powers you have from this subclass. You have a pool of d12s that you can expend instead of a Hit Die when you cast Sangromancy spells. The number of dice in the pool equals 1 plus your Wizard level. You regain one expended Sangromancy Die when you finish a Short Rest, and you regain all expended Sangromancy Dice when you finish a Long Rest.

Sanguine Vigor (Level 6)

Your Hit Point maximum increases by 6, and it increases by 1 whenever you gain another Wizard level. In addition, whenever you cast a Sangromancy spell with a spell slot, you regain Hit Points equal to the level of the spell slot.

Blood for Blood (Level 10)

Once on each of your turns when you deal damage to one or more creatures with a Wizard spell you cast, you can spend a Hit Point Die or a Sangromancy Die, roll the die, and deal extra damage to one of those creatures equal to the roll. If the creature is Bloodied, you can roll twice and use the higher of the two rolls.

Red Renewal (Level 14)

When you finish a Short Rest, you regain expended Hit Point Dice and Sangromancy Dice equal to half your Wizard level.

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

School of Abjuration

School of Abjuration (Level 3)

Projected Ward (Level 6)

Starting at 6th 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 10)

Beginning at 10th 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 14)

Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

School of Abjuration

School of Abjuration (Level 3)

Projected Ward (Level 6)

Starting at 6th level, the range and duration of all of your abjuration spells double, and 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 the ward has more than 0 hit points. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

Improved Abjuration (Level 10)

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check (such as in Counterspell and Dispel Magic), skill check, or saving throw, you can add your proficiency bonus to the roll. If you would already add your proficiency bonus, it is doubled. Additionally, once per round, you can either use your Projected Ward feature or cast one abjuration spell with a casting time of a reaction without using your reaction.

Arcane Bastion (Level 14)

Starting at 14th level, you have advantage on any ability checks, skill checks, and saving throws made against spells.

Furthermore, you have resistance against the damage of spells.

When a creature that you can see within 30 feet of you has to make an ability check, skill check, or saving throw against a spell, you can use your Projected Ward feature as a reaction to grant them advantage. Any damage dealt by the spell is absorbed by your Arcane Ward. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

School of Alchemy

School of Alchemy (Level 3)

Efficient Arcana (Level 6)

Your alchemical knowledge and skill has improved. Starting at 6th level, you can spend 10 minutes with your alchemist's supplies, which can be during a short rest, to recycle one of your unused Arcane Elixirs, changing its effect to another spell of your choice of the same level from your spellbook.

Moreover, you can use an action to create an Arcane Elixir of a spell you have prepared, expending the spell slot as you normally would. An Arcane Elixir of the spell then appears in your empty hand. A spell used to create an Elixir in this way must meet all the requirements for being an Arcane Elixir.

Experimental Fortitude (Level 10)

At 10th level, your work with strange and wondrous arcane reagents has fortified your body. You gain resistance to both acid and poison damage, and you have advantage on saving throws to resist being poisoned.

Greater Homunculus (Level 14)

Upon reaching 14th level, you achieve the ultimate goal of every alchemist, the creation of artificial life. You learn the clone spell. Using your alchemist's supplies, you can cast a special version of clone by spending 8 hours, which can be during a long rest, molding organic material into an exact copy of yourself. All of your clone's game statistics are the same as yours, but you share Hit Dice and spell slots.

In combat, your clone shares your initiative and acts on your turn. Though, it can only take the Dodge action unless you use your bonus action to issue it a telepathic command.

If your clone is reduced to 0 hit points it is immediately destroyed, and reverts to a pile of raw organic materials.

Which One is the Clone?

When an alchemist creates a clone through their Greater Homunculus feature, it is indistinguishable from the original. They share everything, including their memories. The only difference between the original and the clone, is the clone will always obey its creator... At least that is the alchemist's hope.

School of Antiquities

School of Antiquities (Level 3)

Empire of Secrets (Level 6)

Starting at 6th level, your significant investment of study in certain societies and the cataclysmic events leading to their extinction have yielded your first great breakthroughs in truly understanding these cultures' folly.

Choose a creature type: aberrations, celestials, dragons, elementals, fey, fiends, giants, monstrosity, or one type of humanoid (such as dwarves, goblins, or humans).

You have advantage on Intelligence checks to find or recall information about their cultures and empires, as well as the cataclysmic events leading to their downfall.

When you gain this feature, you also learn one language of your choice that is spoken by that empire.

You choose one additional creature type, as well as an associated language, at 10th and 14th level. As you gain levels, your choices should reflect the types of empires you have encountered or studied on your adventures.

Personal Prophecy (Level 10)

At 10th level, your subconscious begins to unravel the path before your waking mind. You are always under the effects of an alarm spell, which emanates from you in a 20-foot cube. You can designate creatures that won't set off the alarm whenever you complete a short or long rest. The alarm projects a mental or audible ping that only you can sense and awakens you if you are sleeping.

Additionally, any creature types you have selected for your Empire of Secrets feature have disadvantage on attack rolls against you while inside this cube, and you can't be charmed, frightened, or possessed by them.

Surveyor of Ruin (Level 14)

Beginning at 14th level, your persistence has shown you where to look for the specifics that predicate the demise of those you study. As an action, you can choose one creature that you can see within 60 feet of you, and can quickly deduce certain information about it from your studies. The DM tells you the creature's type, but not its identity, and if it is your equal, superior, or inferior regarding Armor Class and current hit points.

If your target is one of the creature-types you have selected for your Empire of Secrets feature, you immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. Divination magic can't hide this information from you and the additional damage you deal with your Aftermath feature is doubled for this creature. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

School of Astronomy

School of Astronomy (Level 3)

Realign (Level 6)

At 6th level, you learn to shift your stars as you desire. As a bonus action on your turn, you can move a spell star within 60 feet of you up to 30 feet in any direction. If you ram the spell star into a creature, that creature must make a Dexterity saving throw against your wizard spell save DC. On a failed save, the creature takes 2d6 radiant damage and the spell star disappears.

Arcane Constellation (Level 10)

Starting at 10th level, you can channel magic between your stars as if they were portals. When you cast a spell with an area of effect that includes one of your spell stars, you can choose another spell star within 60 feet of you to carry the effect. Each creature within 10 feet of the chosen spell star is also affected by your spell.

Constellate (Level 14)

At 14th level, you can channel your arcane energy to create a constellation in an instant. As an action, you can expend a spell slot of 1st level or higher to create a number of spell stars equal to the slot level, placing each star at a point you can see within 60 feet of you.

School of Astronomy

School of Astronomy (Level 3)

Realign (Level 6)

At 6th level, you learn to shift your stars as you desire. As a bonus action on your turn, you can move a spell star within 60 feet of you up to 30 feet in any direction. If you ram the spell star into a creature, that creature must make a Dexterity saving throw against your wizard spell save DC. On a failed save, the creature takes 2d6 radiant damage and the spell star disappears.

Arcane Constellation (Level 10)

Starting at 10th level, you can channel magic between your stars as if they were portals. When you cast a spell with an area of effect that includes one of your spell stars, you can choose another spell star within 60 feet of you to carry the effect. Each creature within 10 feet of the chosen spell star is also affected by your spell.

Constellate (Level 14)

At 14th level, you can channel your arcane energy to create a constellation in an instant. As an action, you can expend a spell slot of 1st level or higher to create a number of spell stars equal to the slot level, placing each star at a point you can see within 60 feet of you.

School of Automata

School of Automata (Level 3)

Assault Programming (Level 6)

Starting at 6th level, your constructs add your Intelligence modifier to their attack and damage rolls.

Construct Upgrade (Level 10)

At 10th level, whenever you assemble a construct, you can apply one of the following upgrades to it. Each construct can have only one upgrade at a time, which you can switch when you repair it over a long rest.

Alloy Chassis

The construct's AC is increased by 2.

Energy Plating

The construct has resistance to one damage type of your choice.

High-Torque Motors

The construct's speed increases by 10 feet.

Perfected Core (Level 14)

By 14th level, you have perfected the construct cores that animate and control your automatons. You use your action to assume direct control of one of your constructs: when you do so, you can see through its senses, designate exactly where it will move, and choose what action it will take. While controlling a construct directly, if you command it to attack, it can make multiple attacks if it has the Multiattack trait.

School of Biomancy

School of Biomancy (Level 3)

Modular Biology (Level 6)

Beginning at 6th level, you use your knowledge of Biomancy to enhance your own physical form. At the end of each long rest, choose one of the body modifications listed below, the benefits of which last until the end of your next long rest.

  • Amphibious Physiology

    You develop gills and webbing between your digits. You can breathe both air and water, and you gain a swimming speed equal to your movement speed.

  • Resilient Hide

    Your flesh becomes thick and knotted. While not wearing any armor, your Armor Class is equal to 10 + your Intelligence modifier + your Constitution modifier.

  • Vestigial Limb

    You grow an additional limb resembling a smaller version of your other limbs. It has a reach of 5 feet, and it can lift a number of pounds equal to your Intelligence score. The limb cannot use weapons or shields nor can it do anything that requires manual precision, such as using tools.

Arcane Vigor (Level 10)

Your magic enhances the life force of other creatures. Starting at 10th level, when you target a creature with a Biomancy spell, or your Organic Familiar heals a creature, you can grant the creature temporary hit points equal to your Intelligence modifier (minimum of 1 temporary hit point).

Evolutionary Breakthrough (Level 14)

Beginning at 14th level, your familiar can graft itself onto a willing creature as an action, granting them temporary hit points equal to its remaining hit points. The creature then gains a Modular Biology modification of your choice, which lasts until their temporary hit points are depleted.

Casting find familiar again while this ability is active causes any temporary hit points to immediately dispel.

School of Biomancy

School of Biomancy (Level 3)

Self Improvement (Level 6)

You can perform minor surgery on your body, improving yourself in a very literal sense Over the course of 1 hour (which can be done during a rest), you can enhance yourself with one bio-magical improvement, choosing from the following options:

  • Amphibisprings
  • Extra Appendage
  • Detachable Hand
  • Firefly Skin
  • Owl Eyes
  • Slime
  • Scales
  • Spidersense
  • Talon
  • Third Leg
  • Trimorphism

Your body has enough latent biomantic magic to sustain one improvement at a time When you reach 10th and 14th level, you can sustain up to two and three improvements at a time, respectively If you gain a new improvement while you have your maximum number of sustainable improvements active, you must choose one improvement to lose; this improvement withers away and ceases to function the moment you finish the surgery on your new improvement.

Spell Splitter (Level 10)

Your focus, nay, obsession with self-improvement has led to the ability to benefit from the magic you create When you cast a wizard spell that targets only one creature and doesn't have a range of self, you can choose to simultaneously target yourself with the same spell You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all expended uses when you finish a long rest.

Endocrine Overload (Level 14)

Over the course of 1 hour (which can be done during a rest), you can craft a capsule of potent stimulants, choosing from either the Brutish or Swift archetypes, and embed it within your adrenal gland With a slight tensing of your brain muscles, you can crack this capsule as a bonus action, stimulating your body For the next minute, you gain the following benefits based on the archetype you chose:

  • Brutish
  • If you are smaller than Large, you become Large, and your weight increases proportionately If you lack the room to become Large, your size doesn't change.

  • Your Strength score increases to match your Intelligence score if it isn't already higher.

  • You have advantage on Strength and Constitution checks and Strength and Constitution saving throws.

  • You grow an appendage with which you can make melee weapon attacks When you grow the weapon, you decide whether it deals bludgeoning, piercing, or slashing damage You are proficient with this weapon and use your Strength modifier for attack and damage rolls. The weapon deals 2d10 damage.

  • You can attack twice, instead of once, when you take the Attack action on your turn You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.

  • You gain temporary hit points equal to twice your Intelligence modifier (minimum of 2) at the start of each of your turns.

  • Swift
  • Your Dexterity score increases to match your Intelligence score if it isn't already higher.

  • You have advantage on Dexterity checks and saving throws.

  • Your cantrips with a casting time of 1 action have a casting time of 1 action or 1 bonus action

  • You gain the benefits of the haste spell, which can't be dispelled:

    • Your speed is doubled.

    • You gain a +2 bonus to AC.

    • You can take one additional action on each of your turns, which can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Relapse

When the minute elapses, you gain one level of exhaustion, and you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you. You must craft another capsule before you can use this feature again.

School of Black Powder

School of Black Powder (Level 3)

Spell Shot (Level 6)

Starting at 6th level, when you cast a spell that requires a melee spell attack roll, you can instead project the spell through your firearm, using the firearm's normal range as the range of the spell. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

In addition, your attacks with a firearm count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Improved Arcane Arms (Level 10)

At 10th level, you are able to imbue your firearm with more powerful magical effects. When you use your Arcane Arms feature, you can choose one of the following effects instead. In addition, you can expend a spell slot of 2nd level or higher to regain a number of expended uses of your Arcane Arms feature equal to half the level of the spell slot.

False Shot

You fire an illusionary shot at a target within 30 feet, your weapon booming and smoking as if you had actually made an attack. The target must make a Wisdom saving throw against your spell save DC. On a failed save, the target is paralyzed with fear until the start of your next turn. On a successful save, the target is frightened of you until the start of your next turn.

Invigorating Burst

You discharge your firearm into the air, dispersing a magical dust that settles around you. Each creature of your choice within 20 feet of you, including yourself, gains 2d4 temporary hit points for 1 hour.

Shot in the Arm

As a bonus action, you can fire a crackling bolt of energy from your firearm at a friendly creature you can see within 60 feet of you. If the target is suffering from exhaustion, its level of exhaustion is reduced by 1. If not, the target gains 5 temporary hit points for 1 hour and has advantage on its next ability check, attack roll, or saving throw.

Warning Shot

You fire a shot into the air, producing a magically enhanced, thunderous boom. Each creature of your choice that you can see within 30 feet of you becomes indifferent about creatures of your choice that it is hostile toward. This indifference lasts for 1 minute. It ends early if an affected target is attacked, is harmed by a spell, witnesses any of its allies being harmed, or if you use your firearm to invoke another Arcane Arms effect before the duration ends.

Hand Cannon (Level 14)

At 14th level, when you make a ranged attack roll with a firearm, you can expend a spell slot of 1st level or higher to imbue the firearm with great arcane power. If you do, you gain a bonus on the attack roll equal to the spell's level. If you hit the target, the force of the shot continues in a 30-foot line that is 5 feet wide directly away from you and originating from the target. Each creature in that line must make a Dexterity saving throw against your spell save DC.

On a failed save, a creature takes 1d6 force damage for each slot level of the spell expended. On a successful save, a creature takes half as much damage. This damage can experience bursts, as described in the gunpowder weapon property, but this effect counts as a single effect for the purposes of determining how many times the damage can burst, regardless of the number of targets affected.

School of Blood Magic

School of Blood Magic (Level 3)

Blood Infusion (Level 6)

Starting at 6th level, you gain the ability to harness your blood magic to enhance your spells. When you cast a spell of 5th level or lower, you may sacrifise hit points equal to 5 times the spell's level in order to cast it at one level higher. However, you cannot use this feature if doing so would reduce you to less than 1 hit point.

Furthermore, when you sacrifice hit points using this feature, you gain Blood Points equal to the amount of hit points lost. As a bonus action, you can expend Blood Points equal to half your maximum hit points to create a spell slot of a level up to your proficiency modifier. Your Blood Points are lost upon completing a long rest.

Vital Surge (Level 10)

Starting at 10th level, your mastery over blood magic allows you to harness the vitality within your own veins, unleashing it in times of need. When you cast a spell of 1st level or higher, you can choose to empower it with healing essence. If you do, roll a number of d6s equal to the level of the spell slot used. You regain hit points equal to the total rolled on the dice, and each creature of your choice within 30 feet of you regains hit points equal to half the total rolled (rounded down).

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

Blood Bond (Level 14)

At 14th level, you learn how to forge a powerful connection between your allies and their blood. As an action, you can choose a number of willing creatures you can see within 30 feet of you, up to a maximum equal to your Intelligence modifier (minimum of one). For the next minute, any hit points lost by one of the bonded creatures are divided equally among all other bonded creatures (rounded up). This feature ends early for a creature if the duration expires, if that creature is separated by more than 300 feet, or if you become unconscious or die.

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

School of Charade

School of Charade (Level 3)

Alibi (Level 6)

Starting at 6th level, you can make a persistent illusory duplicate of yourself that will pretend to perform mundane tasks while you are elsewhere. This duplicate seems completely real, including sounds, smells, and temperature appropriate to the task depicted. Physical interaction with the duplicate reveals it to be an illusion, however, because things can pass through it.

If the duplicate is spoken to, you can hear what is said to it and respond mentally; the duplicate speaks your response aloud. You can also use your action to command the duplicate to move around, but it disappears if it moves more than 30 feet from where it is created. This duplicate lasts for 8 hours, or until you dismiss it (no action required.) Once you create a duplicate, you can't do so again until you finish a long rest.

Subtle Magic (Level 10)

Starting at 10th level, you can cast any wizard spell without providing somatic components or verbal components (your choice when you cast the spell).

Forgetting Glance (Level 14)

By 14th level, you've mastered a technique to muddle the memories of those who have learned your arcane secret. As an action, you can glare at a creature you can see within 60 feet of you who can also see you. This creature must make a Wisdom saving throw against your spell save DC. On a failed save, the target forgets the events of the last minute, and has disadvantage on attack rolls and ability checks on its next turn, owing to the vertigo of having one's memories tempered with.

Once you use this ability, you can't use it again until you finish a short or long rest.

School of Chronomancy

School of Chronomancy (Level 3)

Arcane Foresight (Level 6)

You have gained the ability manipulate the flow of time for creatures around you, if only for a moment. Starting at 6th level, when you roll initiative and are not surprised, you can force a creature of your choice within 60 feet to make a Charisma saving throw. On a failed save, your initiatives are switched for the duration of that combat encounter.

A friendly creature can willingly fail their saving throw.

Paradoxical Spellcasting (Level 10)

Beginning at 10th level, your mastery over the flow of time allows you to borrow arcane power from your future self. As a bonus action on your turn, can draw a spell slot from a future version of yourself to recover one of your expended spell slots of 5th-level or lower.

You can draw a maximum number of spell slots through this ability with a combined level equal to your Intelligence modifier (minimum of 1). At the end of a short or long rest, you can complete a brief ritual where you expend spell slots that you drew from your future self, regaining expended uses of this feature equal to the level of the spell slots you expend.

Master Chronomancer (Level 14)

Your mastery over the magic of time rivals the most powerful creatures of the multiverse. Starting at 14th level, you can use your power to undo events in time. When a creature within 60 feet of you ends its turn, you can use your reaction to undo anything that occurred during that creature's turn. The target immediately returns to the space it began its turn, regains any expended spell slots or abilities, and any effects of their actions are undone. The creature then repeats its turn exactly as before, though you are aware of the actions it will take.

Once you use this reaction to rewind time, you must finish a long rest before you can use it again, unless you expend a spell slot of 6th-level or higher to use it an additional time.

School Of Chronomancy

School Of Chronomancy (Level 3)

Speed of Thought (Level 6)

By 6th level, you can enter a state of heightened focus as an action, allowing you to perform certain tasks five times faster than normal while you concentrate on them like a spell. These tasks must be purely intellectual in nature, such as research, translation, or computation, and must be tasks you can complete alone; others can't understand your speech or meaningfully help while you are working at increased speed. Furthermore, attempting to cast a spell, perform a ritual, or move further than 10 feet from where you began instantly returns you to the normal flow of time with a feeling of faintness which prevents you from maintaining concentration for 1 minute.

Lag Spell (Level 10)

At 10th level, when you cast a spell, you can delay its effect for one, two, or three turns. When the spell is cast, you choose the spell's target and the number of rounds to delay the spell, and you roll any relevant attack rolls. Any effects on the spell's targets, including saving throws, are resolved when the spell triggers at the start of your turn after the chosen number of rounds. If any conditions change between casting and when the spell takes effect that would make the spell impossible—such as the target leaving the spell's maximum range—the spell fails.

Once you use this ability, you can't use it again until you finish a short or long rest.

Foreimage (Level 14)

By 14th level, you have unlocked the power to turn back time and retrace your steps, correcting your most egregious errors. Whenever you finish a long rest, you are actually beginning your second attempt at the day's events. You are accompanied by a temporal shadow, an echo of your first time experiencing the day, which you follow perfectly in order to repeat the day's events. Acting on your foreknowledge destroys your temporal shadow until you finish a long rest, but allows you to use one of the following abilities:

  • You gain advantage on an attack roll, ability check, or saving throw you make.

  • You can cause one attack roll that doesn't have advantage to miss you.

  • You can act on the knowledge of one thing that you could have known before the end of the day, such as the answer to a riddle, the location of a pit trap, the path through a labyrinth, or someone's name.

Once you use this ability, all remaining foreknowledge leaves you until you finish a long rest.

School of Conjuration

School of Conjuration (Level 3)

Benign Transposition (Level 6)

Starting at 6th 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 10)

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

Durable Summons (Level 14)

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.

School of Conjuration

School of Conjuration (Level 3)

Benign Transportation (Level 6)

Starting at 6th level, the range and duration of all of your Conjuration spells double, and you can use your bonus 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. However, you gain additional uses of this feature when you cast a conjuration spell of 1st level or higher, which lasts until you use them or take a long rest.

Additionally, when you cast a conjuration spell that can teleport a creature, any of your summoned creatures within range of the spell (if the range of the spell is Self, Touch, or is less than 30 feet, the range of this feature becomes 30 feet) can use their reaction to also teleport as if they used the spell.

Focused Conjuration (Level 10)

Beginning at 10th level, when you are conscious and concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

Empowered Summons (Level 14)

Starting at 14th level, any creature or object that you summon or create with a conjuration spell gains temporary hit points equal to your Wizard Level + your Intelligence Modifier + your proficiency bonus + the spell's level (minimum of one), and you add your Intelligence modifier (minimum of one) to any damage they deal. If you would already add your Intelligence modifier to the damage, then it is doubled.

Minor Conjuration Improvement (Level 14)

Starting at 14th level, you can create an object that weighs up to 200 pounds and is up to five feet on a side.

School of Demesne

School of Demesne (Level 3)

Bed of Faerzress (Level 6)

6th-level School of Demesne feature

When you begin a long rest, you can spend 10 minutes to expend one use of your Radiate Faerzress feature, which gains additional benefits when used in this way. The patch of faerzress you conjure in this way lasts for the duration of your long rest. You can select a school of magic when you use this feature, and gain the following benefits:

  • When you copy a spell from that school of magic into your spellbook, it requires half the time and gold cost.

  • When you copy a spell from that school of magic off of a spell scroll into your spellbook, the spell scroll is not destroyed.

  • If your spellbook is lost or destroyed, you can take 4 hours during the long rest to create a new spellbook containing all of your learned spells.

  • You can choose one spell in your spellbook from that school of magic of 2nd level or lower.

    The next time you cast that spell at its lowest level within 24 hours, it does not expend a spell slot. When you reach 10th level in this class, you can select a spell of 3rd level or lower.

Spell Dampening (Level 10)

10th-level School of Demesne feature

You are permanently under the effects of the nondetection spell.

You have advantage against spells and other magical effects that are cast or produced by a creature or object within the radius of a patch of faezress created by your Radiate Faezress feature.

When you succeed on a saving throw against a spell that was cast by another creature at you alone, you can use your reaction to force that creature to roll a Constitution saving throw against your spell save DC. On a failed save, the creature takes force damage equal to your wizard level.

Faerzress Instability (Level 14)

14th-level School of Demesne feature

The influence of your constant exposure to faerzress energy has begun to effect you in strange an unpredictable ways. Whenever you cast a spell using a spell slot of 5th level or lower on your turn, and the first time you take damage from a hostile creature before your next turn, roll on the Demesne Surge table below.

Demesne Surge
d20Effect

Each creature, including yourself, within 30 feet of you that isn't behind total cover must make a Dexterity saving throw against your spell save DC or take damage equal to your wizard level.

The target of the next spell you cast before the end of your next turn will be determined randomly by the DM after you choose what to cast.

A burst of faerzress energy blinds you until the end of your next turn.

On your next turn, you can't cast any spells that require a spell slot.

You must spend all of your movement on your next turn moving as far away from all other creatures as possible.

You suddenly feel extremely itchy and must immediately make a Constitution saving throw to maintain your concentration if you are concentrating on a spell.

You become intensely paranoid until the end of your next turn and can't take any actions that would directly aid an ally.

You lose your balance and fall prone.

You accidentally drop your spellbook.

You sneeze loudly.

Your fingers tingle.

You speed is increased by 10 feet on your next turn.

You gain advantage on your next attack roll until the end of your next turn.

You gain advantage on the next saving throw you make until the end of your next turn.

You force one creature you target with a spell that requires a saving throw before the end of your next turn to make their saving throw with disadvantage.

You instantly cast the misty step spell without expending a spell slot or using your bonus action.

You instantly regain hit points equal to half your wizard level (rounded down).

You instantly cast the shield spell without expending a spell slot or using your reaction.

Double the amount of damage you deal to one target with the next damaging spell you cast before the end of your next turn.

Each creature of your choice within 30 feet of you that isn't behind total cover must make a Dexterity saving throw against your spell save DC or take damage equal to your wizard level. If the creature is on a patch of faerzress created by your Radiate Faerzress feature, it takes damage equal to twice your wizard level.

School of Diabolism

School of Diabolism (Level 3)

Anchor of Hell (Level 6)

At 6th level, as an action you can select 1 creature you can see within 30 feet to make a Charisma saving throw. On a failed save, for the next minute every foot the creature moves costs 1 extra foot. After using this ability, you must complete a short or long rest before using it again.

Devil's Advocate (Level 10)

By 10th level, you are exceptionally shrewd at infernal negotiations, and have advantage on Charisma (Persuasion) checks made against fiends. Additionally, the time required for you to cast the find familiar spell as a ritual to summon an imp is reduced to 1 action.

Form Pact (Level 14)

Beginning at 14th level, by expending a spell slot of 3rd level or higher, a spell slot of 5th level or higher, and a pint of fresh blood, you can perform a ritual requiring 1 hour of concentration to summon a fiend from the lower planes.

By sacrificing a living, intelligent creature to the fiend, or by sacrificing a great quantity of your own blood to the fiend (reducing your hit points by half your maximum, and reducing your Constitution score by 2 until you complete a long rest) you can gain one of the following benefits for the next 24 hours:

  • You can enlist the services of a fiend of challenge 5 or lower for a day. Roll initiative for the fiend, which has its own turns. The fiend disappears when it drops to 0 hit points or at the end of 24 hours. The fiend is friendly to you and your companions for the duration but otherwise acts according to its alignment. It obeys any verbal commands that you issue to it (no action required by you), but can interpret the command insidiously if proper wording isn't used. If you don't issue any commands to the fiend, it defends itself from hostile creatures but takes no other actions.

  • You can gain resistance to nonmagical bludgeoning, piercing, and slashing damage for the duration.

  • When you roll damage for a spell, you can reroll a number of the damage dice up to your Intelligence modifier. You must use the new rolls.

  • You can cast any spell of 7th level or lower once in the next 24 hours without expending a spell slot or spell components.

After making a pact, your pact must end and you must take a long rest before making another.

School of Divination

School of Divination (Level 3)

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.

The Third Eye (Level 10)

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.

Darkvision

You gain darkvision out to a range of 60 feet.

Ethereal Sight

You can see into the Ethereal Plane within 60 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.

Greater Portent (Level 14)

Starting at 14th 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 Divination

School of Divination (Level 3)

The Third Eye (Level 6)

Starting at 6th level, you can use your bonus action to increase your powers of perception. When you do so, you gain the following benefits, which lasts a number of minutes equal to your Intelligence modifier (minimum of one). You can't use the feature again until you finish a short or long rest.

  • Ethereal Senses

    You gain darkvision out to a range of 60 feet. If you already have darkvision, then this extends it by 60 feet. You can also see through magical darkness that is within your darkvision. In addition, you gain truesight and blindsight out to a range of 10 feet. If you already have truesight or blindsight, then this extends it by 10 feet.

  • Greater Comprehension

    You can understand, speak, and write any language.

Expert Diviner (Level 10)

At 10th level, you can cast one of your Tradition Spells without expending a spell slot once per long rest. If you want to upcast the spell, you must expend a spell slot as normal.

Additionally, during a long rest, you can replace one of your Tradition Spells with a divination spell from any spell list, but the spell chosen must be the same level as the Tradition Spell you replaced it with.

Great Portent (Level 14)

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20|d20s for your Portent feature, rather than two. You can also save any unused foretelling rolls.

Additionally, you can use your Great Portent feature twice per round, and you can use it on any die roll.

School of Enchantment

School of Enchantment (Level 3)

Instinctive Charm (Level 6)

Beginning at 6th 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 10)

Starting at 10th 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 14)

At 14th 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 Enchantment

School of Enchantment (Level 3)

Instinctive Charm (Level 6)

Beginning at 6th level, the range and duration of all of your enchantment spells doubles, and 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, you choose which one to target.

On a successful save, you can't use this feature on the attacker again until you finish a long rest.

Creatures that can't be charmed are immune to this effect.

Split Enchantment (Level 10)

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that can target a creature, you can target an additional creature within range of the spell.

Alter Memories (Level 14)

At 14th 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 your Intelligence modifier + your proficiency bonus (minimum 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 3)

Potent Cantrip (Level 6)

Starting at 6th level, your damaging cantrips 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 10)

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

Overchannel (Level 14)

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th-level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

School of Evocation

School of Evocation (Level 3)

Empowered Evocation (Level 6)

Starting at 6th level, the range and duration of all of your evocation spells doubles, and you can add your Intelligence modifier + the spell's level (minimum of one) to the damage of any wizard evocation spell that you cast.

Adaptive Spells (Level 10)

Beginning at 10th level, you have learned to adapt your spells to where even those that would have avoided the brunt of the damage are affected. When a creature succeeds on a saving throw against an evocation spell of 5th level or lower that you've cast, they still take full damage (or half if the spell normally does no damage on a successful save), but suffers no additional effect from the spell. Additionally, on a failed save, the spell ignores damage resistances, but not immunities, and the spell does an extra die of damage to creatures that are not resistant or immune to the damage.

Overchannel (Level 14)

Starting at 14th level, you can increase the power of some of your spells. When you cast a wizard spell of 5th level or lower that deals damage and isn't a cantrip, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

School of Explosion Magic

School of Explosion Magic (Level 3)

Fiery Explosion (Level 6)

At 6th level explosion deals an additional number of explosion dice equal to the level of each spell slot used in fire damage or half as much on a successful save.

Additionally the effect of explosion damages objects in the area and ignites flammable objects that aren't being worn or carried.

Intense Explosion (Level 10)

At 10th level when casting explosion the type of damage dealt changes from bludgeoning damage to force damage. This does not affect the damage from your Fiery Explosion feature.

Shockwave Explosion (Level 14)

At 14th level when casting explosion creatures within 10 feet of the edge of the explosion's radius must succeed a Dexterity saving throw or take bludgeoning damage equal to half the force damage total from explosion. Creatures that succeed the Dexterity saving throw take no damage.

If explosion is cast with a spell slot of 4th level or higher, the range is increased to 20 feet of explosion's edge or 30 feet of explosion's edge if it is cast with a spell slot of 7th level or higher.

School of Fundamentals

School of Fundamentals (Level 3)

Enhanced Cantrips (Level 6)

Starting at 6th level, your intensive study of cantrips enhances your ability to cast them. You gain the following benefits:

  • You can add your Intelligence modifier to the first damage roll of any cantrip you cast during your turn.

  • When you cast a cantrip that doesn't deal damage, you gain a number of temporary hit points equal to your Intelligence modifier (minimum 1). You lose these temporary hit points after 1 minute.

  • You can cast cantrips from your spellbook that you don't have prepared. When you cast a cantrip this way, its casting time increases by 10 minutes.

Subconscious Focus (Level 10)

Starting at 10th level, you have such a comprehensive understanding of cantrips that you can concentrate on them with minimal mental effort. You can concentrate on up to two spells simultaneously, provided that one or both of them is a cantrip.

Universal Theory of Fundamentals (Level 14)

Starting at 14th level, your understanding of cantrips transcends the realm of purely arcane magicks. All cantrips count as wizard spells for you, allowing you to copy any cantrip you find into your spellbook.

Additionally, when you expend a spell slot of 2nd level or higher to use your Augmented Fundamentals, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you expended and can't be higher than 5th level.

School Of Gastromancy

School Of Gastromancy (Level 3)

Flavor Blast (Level 6)

Beginning at 6th level, you can make other creatures smell delicious! Once per turn, when a creature fails a saving throw against a spell that you cast of 1st level or higher, you can cause the target to smell and taste like delectable food for up to 1 minute or until you use this ability again. This odor carries out to 15 feet and can resemble any food of your choosing, from freshly baked bread to grilling meat. While the target smells this way, attacks made to bite the creature or attack it with teeth have advantage, and the target has disadvantage on Constitution saving throws it makes to maintain concentration.

Additionally, creatures of Intelligence 3 or lower can't distinguish the target from the smell and react accordingly. Most creatures can distinguish the target from the odor after dealing damage to it.

Bottomless Feast (Level 10)

At 10th level, you can cast the spell heroes' feast once, creating enough food for one creature, without using a spell slot or material components. At 11th level, you can create enough food for 5 creatures.

Once you use this ability, you can't use it again until you finish a long rest.

Ravenous Magic Mouth (Level 14)

Beginning at 14th level, you can use your action to summon a Large-sized disembodied mouth of magical force filled with sharp teeth in an unoccupied space you can see within 60 feet. On each of your turns, you can command the mouth to float up to 30 feet (no action required), and you can use your bonus action to command it to bite a creature within 5 feet of it. The mouth uses your spell attack bonus for its melee attack roll, and on a hit, deals 4d10 force damage and grapples its target (escape DC equals your spell save DC) on a hit. The mouth can grapple only one target at a time, and can only attack the creature it is grappling.

If the mouth is grappling a target of Medium size or smaller at the start of your turn, you can use your bonus action to command it to swallow its target, depositing the creature in an extradimensional space filled with acid. While swallowed, the creature is blinded and restrained, taking 4d6 acid damage at the beginning of each of its turns. The creature can use its action to make a Strength saving throw against your spell save DC to escape. On a success, it magically reappears and falls prone in an unoccupied space within 5 feet of the mouth. The creature automatically escapes when the mouth vanishes.

The mouth disappears after 1 minute, or if you dismiss it early on your turn (no action required). Once you summon the mouth, you can't use it again until you finish a long rest.

School of Geometry

School of Geometry (Level 3)

Spell Link (Level 6)

6th-level School of Geometry feature

Starting at 6th level, the spells you link within the same resevoir can bleed into one another in a spectacular or subtle fashion. Whenever you cast a spell which is part of a closed loop in your spell map, you may choose one of the following effects to apply to that spell:

  • If the spell deals damage, you may change the damage type to any other type dealt by a spell within the same closed loop.

  • If the spell grants its target at saving throw, you may choose to change the type of saving throw to one required by another spell within the same closed loop.

For example, if you cast a fireball spell linked to the same closed loop as phantasmal killer, you may choose to deal psychic damage instead of fire damage. Alternatively, you may switch the Dexterity saving throw required by fireball for a Wisdom saving throw instead, as required by phantasmal killer.

Off the Grid (Level 10)

10th-level School of Geometry feature

Starting at 10th level, the spells at the edges of your spell map bleed into the world around you. When you cast a spell of 1st level or higher positioned at a terminal in your spell map, you and all allies within 30 feet gain temporary hit points equal to the spell's level.

Geometer's Journey (Level 14)

14th-level School of Geometry feature

Beginning at 14th level, the contours of your spell map can draw power from the aether. When you cast a wizard spell of 1st level or higher, place a token over that spell's position on your spell map. If this spell is not connected to the last spell you covered with a token, remove any tokens you have previously placed. If the number of tokens on your spell map is then equal to that spell's level plus one, you may choose not to expend a spell slot when you cast the spell. If you do, remove all the tokens from your spell map.

You remove all tokens from your spell map when you finish a short rest or a long rest.

School of Golemancy

School of Golemancy (Level 3)

Additional Arcane Augmentations (Level 6)

Your golem companion gains two additional augmentations of your choice at 6th level. Whenever you create a new golem, you can reselect its augmentations.

Additional Arcane Augmentation (Level 10)

Your golem companion gains one additional augmentation of your choice at 10th level. Whenever you create a new golem, you can reselect its augmentations. When you do, you can't choose more than one augmentation that has a 10th-level prerequisite.

Additional Arcane Augmentation (Level 14)

Your golem companion gains one additional augmentation of your choice at 14th level. Whenever you create a new golem, you can reselect its augmentations. When you do, you can't choose more than one augmentation that has a 10th-level prerequisite or more than one augmentation that has a 14th-level prerequisite.

School of Gravity

School of Gravity (Level 3)

Unrestricted Weight (Level 6)

At 6th level, you add the fly spell to your spellbook if it is not there already. If it is already in your spellbook, you can instead add a wizard spell of your choice of 1st, 2nd, or 3rd level to your spellbook. When you cast fly you can target 1 additional creature.

Boost of Gravity (Level 10)

Beginning at 10th level, when you cast a spell that appears on the gravitational spell list using a spell slot, you can cast it one level higher than the spell slot expended. You can do so a number of times equal to your Intelligence modifier (minimum of once), and regain all uses when you finish a long rest.

Double Target (Level 14)

Starting at 14th level you have mastered the local manipulation of gravity. When you cast a spell that appears on the gravitational spell list that targets at least 1 creature, you can target 1 additional valid creature within range. Once you use this ability, you can't do so again until you finish a long rest.

School of Hemomancy

School of Hemomancy (Level 3)

Vampiric Restoration (Level 6)

You can use Hemomancy magic to drain life from your foes. Beginning at 6th level, whenever you deal poison or necrotic damage to a creature with a wizard spell, you can choose to gain temporary hit points equal to half the damage dealt.

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

Sanguine Vigor (Level 10)

Your use of blood magic fortifies your body. At 10th level you gain resistance to necrotic and poison damage, and you have advantage on saving throws against poison and disease.

Your magic also allows you to regenerate more quickly. At the end of each long rest, you regain additional expended Hit Dice equal to your Constitution modifier (minimum of 1).

Sinister Empowerment (Level 14)

Beginning at 14th level, you can increase the power of spells that sap the life from others. When you cast a wizard spell of 1st-level or higher that deals poison or necrotic damage you can choose to deal maximum damage in place of rolling.

The first time you do so each day, you suffer no adverse effects. However, each subsequent time you use this ability before you finish a long rest, your current and maximum hit points are reduced by an amount equal to twice the level at which you cast the spell you maximized with this feature.

School of Hemomancy

School of Hemomancy (Level 3)

Deepen Wound (Level 6)

Starting at 6th level, when you damage a creature that is below half their hit point maximum with a spell, that creature takes additional necrotic damage equal to your Intelligence modifier if they haven't already taken damage from this feature this turn.

Improved Endurance (Level 10)

At 10th level, your ability to cast Hemomancy spells is greatly augmented. When you spend hitpoints to cast a spell with the hemomancy tag, you now gain temporary hit points equal to the total amount spent on the spell.

Dance with Dead (Level 14)

At 14th level, your body learns to repair itself when it is near death. At the start of each of your turns, you regain a number of hit points equal to your Intelligence modifier (minimum 1) if you have no more than half of your maximum hit points remaining. You don't gain this benefit if you start your turn with 0 hit points.

School of Hexcraft

School of Hexcraft (Level 3)

Profane Ritual (Level 6)

You can use your knowledge of dark magic to enhance your life force at the cost of your surroundings. Beginning at 6th level, when you finish casting a ritual spell, you can grant yourself temporary hit points equal to the level at which you cast the ritual spell + your wizard level. When you complete a ritual in this way, the flora and fauna around you becomes noticeably withered and sickly, and delicate life dies.

Inscrutable (Level 10)

You familiarity with forbidden things allows you to hide yourself from the prying eyes of spellcasters and other powerful creatures. Starting at 10th level, you are immune to any effect that would sense your emotions, read your thoughts, or detect your alignment, as well as any divination spell that you refuse. Additionally, when a creature makes a Wisdom (Insight) check to ascertain your true intentions or sincerity they do so at disadvantage.

Heart of Darkness (Level 14)

You have learned the sinister magic of drawing power from death. Beginning at 14th level, when you kill a creature with a spell of 1st-level or higher, you can use your reaction to regain one of your expended spell slots. The recovered spell slot must be of a level lower then the spell cast to kill the creature, and you cannot be higher than 5th-level.

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

School of Hydromancy

School of Hydromancy (Level 3)

Watery Transposition (Level 6)

Starting at 6th level, when you cast a hydromancy spell of 1st level or higher and utilize the spell's hydromancy radius, you can choose to teleport to the point that you chose to cast the spell from. You teleport after the spell is cast.

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Elemental Command (Level 10)

At 10th level, you add the conjure elemental spell to your spellbook if it is not there already. If the spell is already in your spellbook, you add a wizard spell of your choice with the hydromancy tag instead. You can cast conjure elemental without expending a spell slot. When you do so, you summon a water weird rather than one of the spell's normal options (the DM has the creature's game statistics). The water weird can be bound to one of the pools you create with your Aqueous Magic feature, or bound to a regular body of water.

Once you cast conjure elemental in this way, you can't do so again until you finish a long rest, though you can still cast it normally using an available spell slot.

If you use conjure elemental to summon a water elemental or water weird, the spell has a casting time of 1 action, and the summoned creature disappears if your concentration is broken rather than becoming hostile to you.

School of Hydromancy

School of Hydromancy (Level 3)

Watery Transposition (Level 6)

Starting at 6th level, when you cast a hydromancy spell of 1st level or higher and utilize the spell's hydromancy radius, you can choose to teleport to the point that you chose to cast the spell from. You teleport after the spell is cast.

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Elemental Command (Level 10)

At 10th level, you add the conjure elemental spell to your spellbook if it is not there already. If the spell is already in your spellbook, you add a wizard spell of your choice with the hydromancy tag instead. You can cast conjure elemental without expending a spell slot. When you do so, you summon a water weird rather than one of the spell's normal options (the DM has the creature's game statistics). The water weird can be bound to one of the pools you create with your Aqueous Magic feature, or bound to a regular body of water.

Once you cast conjure elemental in this way, you can't do so again until you finish a long rest, though you can still cast it normally using an available spell slot.

If you use conjure elemental to summon a water elemental or water weird, the spell has a casting time of 1 action, and the summoned creature disappears if your concentration is broken rather than becoming hostile to you.

School of Illumination

School of Astronomy (Level 3)

Master of the Endless Night (Level 6)

At 6th level, the spell attack modifier and spell save DC for cantrips you cast in dim light or darkness increases by 1.

Illusions of Permanence (Level 10)

Beginning at 10th level, illusions cast by you that require concentration last for 1 round after you lose concentration or stop concentrating, provided the spell hasn't exceeded its maximum duration.

Comprehension of the Starry Sky (Level 14)

Starting at 14th level, during a long rest you can consult the stars and comprehend some meaning in a cosmic event. The stars must be visible to you for you to use this ability. The insight you gather is stored as a small reserve of magic inside an item that has meaning to you; a star chart or astrolabe is commonly used, but any item that can be held in your hand will suffice. When the item is in your hand, you can consume that stored magic as a bonus action to invoke one of the following effects. The insight is expended by one use, and it's lost if it hasn't been used within 24 hours or by the start of your next long rest.

  • Comet:
  • Conjunction:
  • Eclipse:
  • Nova:

School of Illusion

School of Illusion (Level 3)

Malleable Illusions (Level 6)

Starting at 6th 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 Self (Level 10)

Beginning at 10th 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 short or long rest.

Illusory Reality (Level 14)

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. 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 Illusion

School of Illusion (Level 3)

Malleable Illusions (Level 6)

Starting at 6th level, the range and duration of all of your illusion spells doubles, and during the duration of an illusion spell you cast, 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 Self (Level 10)

Beginning at 10th 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 attackers and yourself. All attacks against you are at disadvantage until the end of your next turn, then the illusion dissipates.

You can use this feature a number of times equal to your Intelligence modifier (minimum of one), and you regain all uses on a long rest.

Illusory Reality (Level 14)

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell, 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 a number of minutes equal to your Intelligence modifier + your proficiency bonus (minimum of one), and at any time during the duration, you can use your bonus action to end it early. 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 Liminality

School of Liminality (Level 3)

Otherworldly Sense (Level 6)

At 6th level, if you spend 1 minute meditating and expanding your senses outward, you can sense those not of this world — those who slip through the cracks of the in-between to wreak havoc on the unsuspecting. For 10 minutes, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. As long as you maintain your concentration, you can use an action to change the type of creature you sense. You know the direction to each lone creature or group, but not the distance or the exact number in a group. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Liminal Adept (Level 10)

At 10th level, you add the threshold slip spell (see the Magic and Spells chapter) to your spellbook, if it isn't there already. You can cast threshold slip without expending a spell slot. When you do so, you can bring up to two willing creatures of your size or smaller that you're touching with you. The target junction must have unoccupied spaces for all of you to enter when you reappear, or the spell fails.

You can use this feature twice. You regain all expended uses when you finish a short or long rest. When you reach 14th level in this class, you can use this feature three times between rests.

Forced Transition (Level 14)

At 14th level, your mastery over moments of change is unequivocal. You can use an action to touch a willing creature or make a melee spell attack against an unwilling creature, choosing one of the following effects. The effect lasts for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.

Rapid Advancement

The target's ability scores are each increased by 2. An ability score can exceed 20 but can't exceed 24.

Regression

The target's ability scores are each reduced by 2. This effect can't reduce an ability score below 1.

True Self

The target can't change its shape through any means, including spells, such as polymorph, and traits, such as the werewolf's Shapechanger trait. The target immediately reverts to its true form if it is currently in a different form. This option has no effect on illusion spells, such as disguise self, or a creature that appears changed from the effects of an illusion, such as a hag's Illusory Appearance.

School of Living Spells

School of Living Spells (Level 3)

Awaken Living Spell (Level 6)

Starting at 6th level, your living cantrip familiar begins to show signs of sentience. Its Intelligence, Wisdom and Charisma scores all increase by an amount equal to your Intelligence modifier (minimum of 1). This increase carries over to its living spell familiar forms. If your Intelligence modifier changes in the future, the living cantrip's Intelligence, Wisdom, and Charisma scores change as well.

In addition, your living cantrip familiar acquires the following trait in all of its forms:

Limited Telepathy

Your familiar can magically communicate simple ideas, emotions, and images telepathically to any creature within 100 feet of it that can understand a language.

Absorb Magic (Level 6)

Beginning at 6th level, you learn how to harness your familiar's hunger for magic. When you or your familiar would be targeted by a spell cast by a creature within 60 feet of you, you can use your reaction to intercept the spell and try to break it down into raw magic. Make a spellcasting ability check with a DC equaling 10 + the spell's level. If your familiar is currently imbued with a spell, you gain a + 1d4 bonus on this check. On a success, the spell fails and has no effect, and both you and your familiar receive temporary hit points equal to three times the level of the spell absorbed. On a failure, the spell succeeds.

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

Remarkable Living Spell (Level 10)

At 10th level, you've learned to manipulate the raw arcane forces that constitute your living cantrip familiar. You can now imbue your familiar with a spell that does not deal damage. When you do so, the resulting living spell familiar is immune to force damage and its Magical Pseudopod action deals force damage.

Additionally, when you imbue your familiar with a spell, it can cast the spell twice, instead of once, before the spell is lost and it returns to its normal base form.

Imprison Living Spell (Level 14)

At 14th level, you learn the secrets of creating an unstable living spell and capturing it in a Khyber dragonshard, preserving its magical energy and allowing you to cast the spell that it's composed from.

When you complete a long rest, you can touch a Khyber dragonshard worth at least 250 gp that does not already have another creature bound inside it, choosing one spell of up to 5th level from your spellbook that has a casting time of 1 action and that requires no costly material components. When you do so, you capture that spell in the form of a living spell in the dragonshard without expending a spell slot or requiring material components.

When you are holding the dragonshard, you can use an action to expend a charge from it and cast the spell at its lowest level, requiring no verbal or material components. The spell level of the living spell you capture determines the number of charges the dragonshard has, as shown on the Captured Living Spell table. These charges last until expended or until you finish a long rest, after which time the magic of the living spell dissipates.

Additionally, if you encounter a living spell in the wild that is within 30 feet of you, and you have a Khyber dragonshard worth at least 250 gp that does not already have another creature bound inside it, you can use an action to cause the wild living spell to make a Charisma saving throw against your wizard spell save DC. On a failed save, the wild living spell is imprisoned within the dragonshard, and the dragonshard gains a number of charges as shown on the Captured Living Spell table. Once you have imprisoned a wild living spell, you can expend charges to cast the spell that it is made of, following the same rules for a living spell you captured in a dragonshard using this feature.

Captured Living Spell
Spell LevelCharges

1

5

2

4

3

3

4

2

5

1

School of Material Magic

School of Material Magic (Level 3)

Material Enhancement (Level 6)

At 6th level, your attention to both magic and mundane detail gives you a heightened understanding and control over them. As an action, you can touch an object, weapon, or piece of armor. Until the end of your next short or long rest, the item becomes magical if it isn't already, and gains your choice of up to two of the following benefits:

  • It emits bright light in a 10-foot radius and dim light for an additional 10 feet.

  • Its weight is halved.

  • When you throw it, immediately after it hits a creature or a solid object, it flies back to your hand.

  • You change any of its colors, smells, and textures.

  • (Weapon only) The wielder of it gains a +1 bonus to attack and damage rolls made with this weapon. If the weapon already granted a bonus to attack and damage rolls, this property has no effect.

  • (Armor only) The wearer gains a +1 bonus to AC. If the armor already granted a bonus to AC, this property has no effect.

  • (Armor only) If the armor would normally impose disadvantage on Dexterity (Stealth) checks, it does not.

You have 2 uses of this feature, and you expend 1 of its uses for each benefit you give an object. You regain all expended uses of this feature when you finish a short or long rest.

Dematerialize (Level 10)

Starting at 10th level, your spells deal double damage to objects and structures, and when you deal damage to a construct with an attack or a spell, it takes an extra 1d8 force damage.

Rematerialize (Level 14)

At 14th level, when you destroy a Large or smaller nonmagical object or structure with a spell, you can recreate it as an action once within the next 8 hours. When you do, the object or structure reappears intact in an unoccupied space you choose within 60 feet of you. If the object or structure is recreated in the air, it immediately falls. Any creature below the item must make a Dexterity saving throw against your wizard spell save DC. If the object is Small or smaller, a creature that fails the saving throw takes 1d8 bludgeoning damage from the impact for every 10 feet that it fell. If the object is Medium or Large, the bludgeoning damage increases to 1d10 or 1d12 for every 10 feet it fell, respectively. On a successful save, a creature takes half as much bludgeoning damage. If an object is the same size or larger than a creature it falls on, that creature is pushed to the nearest unoccupied space.

Once you use this feature, you can't use it again until you finish a long rest.

School of Metallurgy

School of Metallurgy (Level 3)

Arcanometal Shield (Level 6)

Beginning at 6th level, when you cast an Arcanometal Spell, you can siphon some of its power to create a shimmering shield of Arcanometal around yourself, granting yourself temporary hit points equal to twice the level of the spell slot you expended to cast the spell. While you have temporary hit points from this feature, you are resistant to all non-magical bludgeoning, piercing, and slashing damage.

Master Metallurgist (Level 10)

You wield your Arcanometal as an extension of your very self. Starting at 10th level, you can use your Metallurgist feature to create metal objects with a value of up to 1000 gold.

In addition, when you use your Metallurgist feature you can create larger metal objects, by spending higher level spell slots depending on the size as indicated in the table below:

Spell SlotObject SizeSpell SlotObject Size

3rd-Level

Medium

7th-Level

Huge

5th-Level

Large

9th-Level

Gargantuan

Metallum Arcanus (Level 14)

Your Arcanometal is a conduit for your overwhelming arcane power. Beginning at 14th level, when you have temporary hit points from your Arcanometal Shield, you gain resistance to all bludgeoning, force, piercing, and slashing damage.

School of Mimic Magic

School of Mimic Magic (Level 3)

Mana Devouring (Level 6)

At 6th level, you're able to use your grimoire's hunger to your advantage, having it feed on your target's essence in order to replenish your own.

Once per turn, whenever you hit a creature with a single-target spell attack, you can steal from it one spell slot of the same level as the spell you cast, or a lower one if the creature doesn't have slots of that level. If the targeted creature cannot cast spells or doesn't have any spell slots left, you instead steal 1d6 hit points per level of the spell you cast.

You may use this feature a number of times equal to your Intelligence modifier, and regain any expended uses when you finish a long rest.

Spell Mimicry (Level 10)

At 10th level, whenever a creature within 20 feet of you casts a spell of a level for which you have spell slots, you can use your reaction to have your mimic grimoire absorb that spell's essence, temporarily adding it to your list of prepared spells.

It remains on the list for up to 4 hours, and you can only cast it through your grimoire. Intelligence is your spellcasting ability for this spell, but it does not count as a wizard spell for you. You may only have one absorbed spell at a time.

Additionally, while it remains in the grimoire, you can choose to permanently exchange one of your spells known for the absorbed spell. If you do, the replaced spell is removed from your list of spells known. This can be done only once per long rest.

Two Mouths are Better than One (Level 14)

At 14th level, you wholly ingratiate yourself into your mimic magic, surpassing the limits of a wizard's mind through it. You learn a ritual to summon a second mimic grimoire, performing it over the course of 8 hours, which can be done during a long rest. Once the ritual is completed, you gain the following benefits:

  • Your mimic grimoires gain a flying speed of 15 feet (hover), and they now float around your hands when held by you. Additionally, they have hearing and darkvision out to a range of 30 feet, understand Abyssal and Undercommon, and can communicate telepathically with you as long as you are within 100 feet of them. They always obey your commands, even on a starved state.

  • While holding both grimoires, when using Mana Devouring, you always steal a spell slot of the highest level that your target possesses, and your life force draining increases to 1d8 hit points per level of the spell you cast. Spell slots with a higher level than your highest spell known can be stolen once per target, fade after 1 hour, and may be maintained only one at a time.

  • While holding both grimoires, you can absorb spells of any level with Spell Mimicry. Additionally, if you have the required slots for it, you can now permanently add the absorbed spell to your second grimoire's list of spells known. This can be done only once per long rest.

School of Mnemomancy

School of Mnemomancy (Level 3)

Shared Reminiscence (Level 6)

Starting at 6th level, you can borrow memories from others to augment your own abilities. You can perform a 10 minute ritual with a willing creature, remaining within 5 feet of it for the duration. At the end of the ritual, the creature can share any number of the spells it knows or has prepared, any number of languages it knows, and any number of skill and tool proficiencies it has. You choose one of the shared spells, languages, or proficiencies to gain for yourself. The creature can also choose to share a memory that lasted no longer than 10 minutes, which you experience with perfect clarity through the creature's eyes.

If you choose to gain a cantrip, language, or proficiency, you have it until you use this feature to gain a different one of the same category.

If you choose to gain a spell of 1st level or higher, it counts as being prepared for you, but it doesn't count against the number of spells you can prepare each day. The combined level of spells you have through this feature can't exceed half your wizard level (rounded up). If you use this feature to gain a spell that would cause your total to exceed the maximum, you must choose a number of spells gained through this feature to lose until the total is within your maximum.

Each spell you gain using this feature counts as a wizard spell for you until you lose it.

Mental Block (Level 10)

Starting at 10th level, you ward your mind against intrusion. You are immune to any effect that would magically sense your emotions, read your thoughts, or cause you to become charmed or frightened.

Memory Manipulation (Level 14)

At 14th level, you become able to alter fine details of memories, not just read them. You always have the modify memory spell prepared, and it doesn't count against the number of spells you can prepare each day. When you cast the spell, you don't need to provide its verbal components, the target doesn't have advantage on its saving throw against the spell due to you fighting it, you can telepathically speak to the target to describe how its memories are affected, and the target doesn't need to understand the language you are speaking for the modified memories to take root.

Additionally, you can cast modify memory without expending a spell slot, as if you had expended the highest level spell slot you have. Once you do, you can't cast the spell without expending a spell slot again until you finish a long rest'24.

School of Necromancy

School of Necromancy (Level 3)

Undead Thralls (Level 6)

At 6th 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.

Inured to Undeath (Level 10)

Beginning at 10th 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.

Command Undead (Level 14)

Starting at 14th 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 Necromancy

School of Necromancy (Level 3)

Undead Thralls (Level 6)

At 6th level, the range and duration of all of your necromancy spells doubles, and when you cast a necromancy spell that creates or summons an undead creature, you can create or summon an additional undead creature, following the effects and restrictions of the spell.

Any undead creatures under your direct control gains these benefits:

  • The creature's hit point maximum is increased by an amount equal to your wizard level + your Intelligence modifier + your proficiency bonus + the spell's level (minimum of one).

  • The creature adds your Intelligence modifier (minimum of one) to its damage. If you would already add your Intelligence modifier to its damage, then you add it again.

  • Damage dealt by the creature is considered magical for the purpose of overcoming resistances and immunities.

Grim Harvest Improvement (Level 6)

At 6th level, any creatures summoned or created by a necromancy spell you cast gain temporary hit points equal to half the damage dealt by them.

Inured to Undeath (Level 10)

Beginning at 10th level, you have resistance to necrotic and poison damage, and your hit point maximum can't be reduced. Additionally, you gain advantage on death saving throws and saving throws against poison, and the death save DC of all death saving throws decreases by one.

Grim Harvest Improvement (Level 10)

At 10th level, you gain temporary hit points equal to twice the spell level, and the damage dealt if it is a necromancy spell or the spell deals necrotic damage, and any creatures summoned or created by a necromancy spell you cast gain temporary hit points equal to the damage dealt by them. The minimum of the temporary hit points gained is two, so long as the spell is not a cantrip.

Command Undead (Level 14)

Starting at 14th level, you can use magic to bring undead under your control, even those created by other necromancers. 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, and it is treated as if it was created or summoned by you.

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.

Additionally, if it would normally require an action or bonus action to command undead under your control, you can do so mentally without using your action or bonus action.

Grim Harvest Improvement (Level 14)

At 14th level, anytime this feature triggers, both you and any creatures summoned or created by a necromancy spell you cast gain the temporary hit points, if you are both within 60 feet of each other.

School of Necromancy Dracolich

School of Necromancy Dracolich (Level 3)

Undead Thralls (Level 6)

At 6th level, you can mentally command undead creatures you control and can see without spending any actions. In addition, you add the animate dead and summon undead spells to your spellbook if they are not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another undead, as appropriate. You can also cast this spell on one non-humanoid corpse, provided its number of hit dice are equal to or lower than your level. It retains its statistics, and gains the zombie NPC feature (Dungeon Master's Guide page 282). You can only control one corpse animated this way at a time. The zombie mentioned in this subclass references the standard zombie, and not this animated corpse. The grave bolt ranged spell attack of your summon undead spirit counts as a weapon.

When you create an undead using a necromancy spell, it has additional benefits (except for the mob of zombies):

  • 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.

Dreadful summoner (Level 6)

Also at 6th level, you can create a pocket dimension where you can store your undead minions. As an action, you can send any number of undead you control and can see into this dimension, or summon any number that are already there into unoccupied spaces within 60 feet of you. If you lose control over an undead while it is in this pocket dimension, it will appear into an unoccupied space closest to the space where they were before being sent to this dimension. You can choose to destroy an undead you created when you lose control over it while it is in this dimension. You can also use your action this way to store (or summon back) any number of corpses or piles of bones that you can see within 60 feet of you within this dimension. Undead you control can take their turn on your initiative instead of their own.

Inured to Undeath (Level 10)

At 10th 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 those that create them that you've become inured to some of their worst effects.

In addition, whenever you create an undead using a necromancy spell, it has additional benefits:

  • If the creature is not a mob of zombies, it gains the Undead Fortitude trait. If it already has this trait, then the DC of its Undead Fortitude is reduced by 5 instead.

  • It can calculate its AC as 10 + your proficiency bonus, provided it is not a zombie or mob of zombies. This amount can not be increased by any armor or shield.

As an action, you can combine four zombies you control and can see into a mob of zombies that you control (if each zombie is within 5 feet of another of those zombies), or separate the mob if you can see it and it has its maximum hit points. Any wounds the zombies have are transferred to the mob. When the mob is killed, all zombies that were combined in it are destroyed. If you lose control over a zombie in the mob, you lose control over the mob of zombies.

Command Undead (Level 14)

Starting at 14th 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 for the next 24 hours. 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 day until it succeeds and breaks free.

School of Philosophy

School of Philosophy (Level 3)

Philosopher's Rebuke (Level 6)

Starting at 6th level, your mastery of magical discourse allows you to efficiently counter hostile magic. Whenever you use dispel magic or counterspell to successfully end a spell, you regain one expended spell slot. The slot you regain must be of a lower level than the spell you cast and can't be higher than 5th level.

Arcane Symposium (Level 10)

Beginning at 10th level you gain the ability to share your arcane teachings with others. When you prepare a 1st level wizard spell during a long rest you may choose a number of willing creatures who can hear and understand you, up to your Intelligence modifier (minimum 1). These creatures gain the ability to cast this spell once at its lowest level without expending a spell slot and requiring no material components. Intelligence is the spellcasting ability for spells cast in this way. Creatures lose the ability to cast the spell in this way 8 hours after the spell is prepared.

Magnum Opus (Level 14)

By 14th level your scroll has become a masterwork of arcane philosophy. You gain the ability to cast a spell of 3rd level or lower with a casting time of one action as if it were your highest level spell slot. Casting a spell in this way does not expend a spell slot. You must complete a long rest before you can use this feature again.

School of Reawakening

School of Reawakening (Level 3)

Volatile Soul (Level 6)

Beginning at 6th level, the creatures you create through your Reawaken Soul feature can be used as arcane explosives. When one of the creatures is reduced to zero hit points, it explodes in a burst of necrotic essence.

Each creature of your choice within a 10 ft radius of the exploding creature must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 2d6 necrotic damage for every point of that creature's CR. Creatures below CR 1 deal 1d6 necrotic damage. On a successful save, a creature takes half damage.

Consume (Level 10)

Starting at 10th level, you can consume the soul within your Soul Vial to restore hitpoints to yourself. As an action, you may drink the contents of the vial, regaining 2d4 hit points for every point of that creature's CR. This feature cannot restore hitpoints to a creature other than yourself.

Once you use this feature, you can't use it again until you complete a short or long rest.

Lasting Creation (Level 14)

Starting at 14th level, the creature created through your Reawaken Soul feature lasts for up to 8 hours, and no longer requires concentration to maintain.

School of Reconstruction

School of Reconstruction (Level 3)

Prolonged Regeneration (Level 6)

Beginning at 6th level, when you cast a wizard spell that restores hit points, a living creature affected by the spell continues to regenerate over the next 1d4 rounds. The creature regains hit points equal to your Intelligence modifier at the start of its turn, provided it has at least 1 hit point remaining.

Additionally, while a creature is regenerates in this way, it's immune to disease and poison. If the creature is currently diseased or poisoned, any effects are suspended for the duration of its regeneration.

Blossom of Life (Level 10)

Starting at 10th level, you can focus the healing energies around certain pockets within the effects of your evocation spells. When you cast an evocation spells that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level to impose an effect that uses your wizard's spell save DC. The chosen creatures automatically succeed on their saving throws and take no damage from the spell. They also regain hit points equal to half the damage the spell would have dealt. Undead and constructs can't regain hit points in this way.

Overheal (Level 14)

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that restores hit points, you can maximize the healing power of that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 1d12 necrotic damage for each level of the spell, immediately after the healing affect occurs. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Additionally, you choose four spells from the cleric spell list to add to your spellbook, one from each of the following levels: 2nd, 3rd, 4th, 5th. These spells are wizard spells for you, but other wizards can't copy cleric spells from your spellbook into their own spellbooks.

School of Sangromancy

School of Sangromancy (Level 3)

Sanguine Vigor (Level 6)

Starting at 6th level, your hit point maximum increases by 6 and increases by 1 again whenever you gain a level in this class.

In addition, when you cast a sangromancy spell, you regain a number of hit points equal to the level of the spell.

Blood for Blood (Level 10)

At 10th level, when you deal damage to a creature with a spell you cast, you can expend and roll a hit die, or a d12 from your Full-Blooded feature, to add its result to the damage dealt to that creature.

Red Renewal (Level 14)

Starting at 14th level, when you finish a short rest, you can choose expended hit dice to recover. When you do, choose a number of expended hit dice equal to half your wizard level and regain them. You regain an equivalent number of dice from your Full Blooded feature. Once you use this feature, you can't use it again until you finish a long rest.

School of Shadow

School of Shadow Tradition (Level 3)

Pseudo Reality (Level 6)

Starting at 6th level, you can empower your illusions with quasi-real shadows that deal damage. When you cast a 1st or higher level spell to create the image of an object, creature, or visible phenomenon, you can choose to cast your spell to deal 1d6 psychic damage per spell level at the beginning of every turn of each affected creature. Affected creatures can make an Intelligence saving throw to halve the damage. Physical interaction with the image does not reveal it to be an illusion. A creature that successfully disbelieves the image by taking an action to make a successful Intelligence (Investigation) skill check becomes immune to the damage dealt by the spell.

Shadow Evocation (Level 10)

Starting at 10th level, you can create a barrage of illusory damaging spells formed out of semi-real shadowstuff. As an action, you can choose an evocation spell that deals damage. You cast this spell as an illusion spell using a spell slot equal to the spell level of the chosen spell. Otherwise, the spell works exactly like the original spell. The affected creature must make the saving throws as described in the spell's description. However, a creature affected by a shadow evocation spell must first make an Intelligence saving throw. On a failed save, the creature believes the spell to be real and takes damage from the spell as normal. On a successful save, the creature takes only half damage.

Shadow Conjuration (Level 14)

Starting at 14th level, you can create a quasi-real creature made out of shadows. As an action, you can cast the conjure elemental spell without expending a spell slot or material components, but instead of conjuring an elemental, you can create an illusory creature of challenge rating 6 or lower of any type. A creature that uses its action to examine the illusory creature can determine that it is an illusion with a successful Intelligence (Investigation) skill check against your spell save DC. If a creature discerns the illusory creature for what it is, the creature can see through the image and takes only half damage from the illusory creature, and has advantage on saving throws and ability checks made against the illusory creature. Once you use this feature, you can't use it until you finish a long rest.

School Of Somnomancy

School Of Somnomancy (Level 3)

Mesmerize (Level 6)

Beginning at 6th level, by performing a repetitive action for 1 minute, you can hypnotize a willing creature within 60 feet that can see and hear you.

While hypnotized by you, it is semi-conscious and charmed by you. Other spells and effects that charm the creature or influence its mind have no effect while the creature is hypnotized. If you choose, you can cause a creature to repeat its saving throw against these effects, ending an effect on itself on a success.

The creature has the ability to perfectly recall its memories while hypnotized, including memories that have been magically altered or suppressed. While hypnotized, the creature will truthfully answer any question you pose to it.

Lastly, you can specify a single command word to be embedded in the creature's subconscious for up to 24 hours. The first time the creature hears the command word while it is not hypnotized, it immediately performs the single action or repeats a certain phrase that you specified while the creature was hypnotized. The creature performs this action or speaks this phrase even if the effects of a spell would compel them to act otherwise.

The creature remains hypnotized by you for up to 1 hour, or until it takes damage or you end it early by saying a special command word.

Dreamspeaker (Level 10)

At 10th level, you add the spell dream to your spellbook if it is not there already. When you cast this spell, the messenger may jump between up to 12 creatures (each makes their saving throw against the spell separately), conversing with any or all of them. They can only appear monstrous to one of the targets, however, and the spell ends immediately after that option is utilized.

Fitful Slumber (Level 14)

When you reach 14th level, you can give creatures that you put to sleep terrible nightmares. At the start of their turn, you can choose to make any creature that is under the influence of a sleep spell that you cast take 3d6 psychic damage. This damage can't wake a creature up, nor can it reduce a creature below 1 hit point.

School of Sonomancy

School of Sonomancy (Level 3)

Protective Vibration (Level 6)

Starting at 6th level, you can protect yourself from attacks by letting the air around you vibrate.

When a creature hits you with a ranged weapon attack or ranged spell attack, you can use your reaction to block the attack from truly reaching you. When you do so, the damage you take from the attack is reduced by 1d10 + your wizard level.

Perfect Pitch (Level 10)

Starting at 10th level, you gain the ability to distinguish sounds perfectly and your mastery of vibrations reaches new heights. You can cast all your spells without requiring vocal components.

Additionally, you gain advantage on all Wisdom (Perception) checks that rely on hearing and you gain blindsight within 10 feet.

Additional Sound Weapon (Level 14)

Starting at 14th level, you can create an additional Sound Weapon.

Using your bonus action you can make both Sound Weapons vibrate and

School of Tattooism

School of Tattooism (Level 3)

Disappearing Ink (Level 6)

By 6th level, as a bonus action you can hide your tattoos, causing them to be invisible so long as you concentrate on the change.

Scar Ally (Level 10)

Beginning at 10th level, you can inscribe 1 willing creature with a temporary version of a Rune Scar that you know which last for 1 hour. This process requires 1 minute. Only 1 creature may gain the effects from a temporary Rune Scar at a time.

Spellglyph (Level 14)

By 14th level, you can inscribe the spell glyph of warding upon your body and are immune to its effects. You can have 1 such glyph of warding active at a time. Additionally, the glyph does not break if you move 10 feet from where you cast it.

School of Technomancy

School of Technomancy (Level 3)

Program Spell (Level 6)

At 6th level, you can cast a 5th-level spell or lower with a casting time of 1 action while you're touching an electronic device. When you do so, you spend the spell slot and the material components (if any), but none of the spell effects occur. Instead, the spell is uploaded into the device for later use. You determine the method of activating the spell, such as typing a specific word, flicking a switch or similar. If the device already have a spell programmed, you cannot use this feature in that device until the previous spell is used or dismissed.

After that, a creature that has an Intelligence score of at least 6 can use an action to activate the spell and cast the programmed spell in the device. The creature must know the method of activation to cast the spell (for example, you can program the haste spell to be casted in a creature when it hits Control-Alt-H in the keyboard). A concentration spell placed in a device cannot be activated if you are concentrating on another spell.

When you program a spell in this way, it must be used within 8 hours. After that time, the magic fades and is wasted. The programmed spell is also lost if the device is destroyed or after you finish a long rest.

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

Online Casting (Level 10)

At 10th level, you can cast certain spells through electronic devices, including cameras, smartphones, tablets, computers, and so on by following this rules.

  • You can only use this feature to cast spells that target a specific creature or objective.

  • The range is determined from you to the device and then from the device to your target.

  • If the spell requires you to see your target, you must be able to see it directly in order to cast it. This also applies if the spell requires the target to see or hear you. If the device has a camera, a screen or speakers, you can try to hack and gain access to these parts for casting your spells.

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

Download Spell (Level 14)

At 14th level, you can download temporary spellfiles into your E-book device to cast them once.

When you prepare your spells, you can choose two spells of 4th level or lower you know. These spells don't count against the total number of spells you can prepare and you can cast each of them once without expending a spell slot until you finish a long rest.

School of the Elements

School of the Elements (Level 3)

Controlled Wisps (Level 6)

Starting at 6th level, you can use your bonus action to send some of the wisps conjured by your Energy Wisps feature to flit around another creature you can see within 30 feet of you, or return back to you. The maximum number of wisps you can send or return at once equals your Intelligence modifier (minimum 1). While the wisps flit around another creature, they hurl at that creature's attackers just as they would for you.

Also, whenever you hurl a wisp at a creature attacking you (not another creature), you can use your reaction to hurl more wisps at your attacker. The maximum number of additional wisps you can hurl equals your Intelligence modifier (minimum 1), and those wisps deal damage and are expended as normal.

Elemental Servants (Level 10)

At 10th level, you add the conjure minor elementals and the conjure elemental spells to your spellbook, if they are not there already. For you, these spells have a casting time of 1 action. Additionally, whenever you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can cast the spell as though you were in the space of an elemental you've conjured, but you must use your own senses.

You can cast conjure minor elementals without expending a spell slot. When you do so, you can only conjure one elemental of challenge rating 1/2 or lower, or two elementals of challenge rating 1/4 or lower.

Once you cast conjure minor elementals in this way, you can't do so again until you finish a long rest, though you can still cast it normally using an available spell slot.

Master of the Elements (Level 14)

Starting at 14th level, the damage die of your Energy Wisps feature becomes a d6, rather than a d4.

Also, whenever creatures within 30 feet of you would take acid, cold, fire, lightning, or thunder damage from a single source, you use your reaction to grant up to 3 of those creatures resistance to that instance of damage. If you were the source of that instance of damage, you instead grant those creatures immunity to it.

School of Theurgy

School of Theurgy (Level 3)

Channel Divinity: Harness Divine Power (Level 6)

Upon reaching 6th level you gain the Channel Divinity option here. As a bonus action, you can grasp a holy symbol, utter a prayer, and regain one expended 1st-level spell slot.

At certain wizard levels, you can use this Channel Divinity to regain expended spell slots of higher levels: at 10th level (2nd-level spell slots) and 14th level (3rd-level spell slots).

Divine Protection (Level 10)

Your knowledge of the upper planes grants you a measure of protection against evil. Beginning at 10th level, When a fiend or undead attacks you, it must make a Wisdom saving throw. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

Any creature with an Intelligence of 4 or higher is aware of this effect before it makes its attack against you.

Blessed Intervention (Level 14)

Beginning at 14th level, you can use your knowledge of the divine to implore a being of the upper planes for direct aid.

As an action, you can grasp a holy symbol and beseech that deity for aid, naming a cleric or wizard spell of your choice, of a level for which you have a spell slots. Roll percentile dice. If the result is equal to, or higher, then the number on the table below for the level of spell you wish the deity to cast, you are successful. On a success, the spell is instantly cast as if you had cast it without expending a spell slot or components.

Once you use this feature to successfully cast a spell, you must complete 1d6+1 long rests before you can use it again.

Leveld100Leveld100Leveld100

1st

10+

4th

40+

7th

70+

2nd

20+

5th

50+

8th

80+

3rd

30+

6th

60+

9th

90+

School of Thought

School of Thought (Level 3)

Hold Thought (Level 6)

By opening the doors to your own spacious mind, you can ease the mental load of spellcasting for another. As a bonus action, you can choose a creature within 30 feet of you that is concentrating on a spell. If the target is unwilling, it can make an Intelligence saving throw against your spell save DC. On a success, this feature has no effect.

You maintain concentration on the target's spell in its stead by storing it inside an empty room of your memory palace. You can continue to concentrate on one other spell of your own while you have a spell stored in this way. If you lose concentration on either spell for any reason other than willingly choosing to end it, both spells end.

Once you concentrate on two spells at once, you must complete a short or long rest before you can do so again.

Enduring Ego (Level 10)

When you are reduced to 0 hit points, you can temporarily transfer your consciousness into the mind of another creature within 60 feet of you. When you do so, your body is unconscious but stable as your mind divorces from it. You can maintain concentration on spells, making a Constitution saving throw as normal against the triggering damage to do so when you use this feature.

In this state you are intangible and cannot be targeted by any means. You cannot take any actions, bonus actions, or reactions, other than to use your Hold Thought or Open Book features. You perceive through your host creature's senses, and you gain the benefits of any special senses that it has. You can communicate telepathically with any other creature within 60 feet of it. Your telepathic utterances are in a language you know, and a creature understands you only if it knows that language. It can respond in kind. Your host is not aware of your presence unless you choose to communicate with it. If you choose to allow it to do so, the host can use your Intelligence saving throw modifier in place of its own whenever it is forced to make an Intelligence saving throw.

Your consciousness can persist in this state for up to 1 hour. If your body regains hit points, you immediately return to it if it is on the same plane of existence. When the effect ends, you die if you have not returned to your body.

Sympathetic Revelation (Level 14)

You can attempt to cast spells beyond your understanding by using the knowledge of another. As an action taken when you find a spell with a casting time of 1 action in a creature's mind using your Open Book feature, you can cast it at its lowest level. The spell chosen must be 5th-level or lower, but does not need to be on the wizard spell list.

The spell is cast as if by you, using your spell save DC, spell attack bonus, and spellcasting ability. If your target has a spell slot of the required level for the chosen spell, that spell slot is used instead of your own to cast the spell.

If the spell is a wizard spell and of a spell level you can prepare, you can immediately replace one of your prepared wizard spells with it.

Once you use this action, you must complete a long rest before you can do so again.

School of Transmutation

School of Transmutation (Level 3)

Transmuter's Stone (Level 6)

Starting at 6th 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, as described in chapter 8.

  • 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 10)

At 10th 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 14)

Starting at 14th 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.

School of Transmutation

School of Transmutation (Level 3)

Transmuter's Stone (Level 6)

Starting at 6th level, the range and duration of all of your transmutation spells doubles, and 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 the benefits of the stone as long as the stone is in the possession of the wearer. The stone grants the wearer two of the following benefits:

  • Darkvision out to a range of 60 feet. If the wearer already has darkvision, then this extends it by 60 feet. They can also see through magical darkness that is within their darkvision.

  • An increase to their speed by 10 feet.

  • Proficiency in Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma saving throws (your choice whenever you create the transmuter's stone). If the creature is already proficient in the chosen saving throw, they gain advantage when making the chosen saving throw instead.

  • Resistance to acid, cold, fire, lightning, poison, or thunder damage (your choice whenever you create the transmuter's stone).

You can pick a benefit multiple times. Each time you cast a transmutation spell of 1st level or higher, you can change the effects of the stone if it is within 30 feet, or the range of the spell (whichever is higher). If you create a new transmuter's stone, the previous one ceases to function. At 10th level, you can choose three benefits, and at 14th level, you can choose four benefits.

Master Transmuter (Level 10)

At 10th level, you can cast one of your Tradition Spells without expending a spell slot once per long rest. If you want to upcast the spell, you must expend a spell slot as normal.

Additionally, during a long rest, you can replace one of your Tradition Spells with a transmutation spell from any spell list, but the spell chosen must be the same level as the Tradition Spell you replaced it with.

Transmuter's Stone Improvement (Level 10)

At 10th level, you can choose three benefits.

Magnum opus (Level 14)

Starting at 14th 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 create one nonmagical item of your choice in an unoccupied space within 20 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 40 times your wizard level, and the item must be a nonmagical object that you have seen that is Huge or smaller. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.

  • 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 as an action on a creature you touch with the transmuter's stone, without expending a spell slot, material components, 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 18 years, or the equivalent for the creature's race. This effect extends the creature's lifespan by the same amount of time its age is reduced.

Transmuter's Stone Improvement (Level 14)

At 14th level, you can choose four benefits.

Scribe

Manifest Mind (Level 6)

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

  • Senses
  • Shared Spellcasting
  • Moving the Mind
  • Early End

Once you conjure the mind, you can't do so again until you finish a Long Rest, unless you expend a spell slot to regain its use (no action required).

Master Scrivener (Level 10)

Whenever you finish a Long Rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.

The chosen spell must be of level 1 or 2 and must have a casting time of an Action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as a Magic action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next Long Rest.

You are also adept at crafting Spell Scrolls, which are described in Chapter 6 of the Player's Handbook. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.

One with the Word (Level 14)

Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have Advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.

Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by taking a Reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 2d6. You temporarily unprepare spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, you unprepare spells that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells prepared to cover this cost, you drop to 0 Hit Points.

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

Shadow Arcane Tradition

Shadow Arcane Tradition (Level 3)

Orb of Night (Level 6)

At 6th level, your shadow symbiote can expand to hide you from foes. When a creature makes an attack roll against you, you can use your reaction to encase yourself in a 10-foot-radius sphere of magical darkness (imposing disadvantage on attacks against you if a creature cannot see through magical darkness). If the triggering target hits you with the attack, you can't use this feature on the attacker again until you finish a long rest. The darkness persists until the beginning of your next turn.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that don't rely on eyesight are immune to this effect.

Second Skin (Level 14)

Starting at 14th level, your shadow symbiote shares your pain. While in dim light or darkness, you have a +2 to AC and resistance to all bludgeoning, piercing, and slashing damage.

Sharn Skymage

Manifest Flight (Level 3)

Stay Aloft (Level 6)

2nd-level Skymage Feature

At 2nd level you gain pro&ciency in the Deception skill and learn the Infernal and Abyssal languages

Superior Flight (Level 10)

10th-level Skymage Feature

At 10th-level, when flying, you gain the ability to use the Dash and Disengage actions as bonus actions.

We All Float Up Here (Level 10)

10th-level Skymage Feature

Also at 10th level, you have strengthened your connection to the sky enough that the ground has lost its hold over you. You are immune to bludgeoning damage from falls and you can substitute your Intelligence for your Strength when determining your jumping distance or making Athletics checks related to jumping.

Aerial Perfection (Level 14)

14th-level Skymage Feature

At 14th level, when you use your Manifest Flight feature, you can choose to wrap yourself in the essence of Syrania itself. This effect lasts for one minute. During that time, you retain your flight speed from your Manifest Flight feature and, while flying, you can hover and you never provoke opportunity attacks. In addition, while you are airborne, the area in a 5 foot radius around you is always clear, calm, and pleasant—unaffected by wind, weather, and temperature extremes including magical effects that cause these. While flying, you are resistant to cold, fire, lightning, and thunder damage. You can use this feature once. You must then &nish a short or long rest to use this feature again.

Shinobi

Shinobi (Level 3)

Extra Attack (Level 6)

6th-level Shinobi feature

You can attack twice rather than once when you take the Attack action on your turn. In addition, magical darkness doesn't impede your vision.

Umbral Striker (Level 10)

10th-level Shinobi feature

Your command of shadow magic further enhances your lethal capabilities. You can now also choose from the following options when you use your Shadow Striker feature, but only if you empower your attack with a spell slot of 3rd level or higher.

  • Duplicitous Strike.
  • Rapid Strikes.
  • Vanish.

Shadow Savant (Level 14)

14th-level Shinobi feature

The shadows are your eager servants. When another creature you can see moves into an area that is heavily obscured from an effect you have magically created or starts its turn there, you can force it to make a Strength saving throw against your wizard spell save DC (no action required). On a failure, the creature is restrained until the start of its next turn. A creature can be forced to make this saving throw no more than once per turn.

Sigilsmithing

Sigilsmithing (Level 3)

Reverse Engineer (Level 6)

Starting at 6th level, you can unravel the enchantments on magic weapons and armor to learn the secrets of their arcane workings, making it easier for you to recreate them. With 1 hour of light activity and 100 gp worth of ink and gems, you can perform a special ritual to magically remove all of the magical properties of a magic weapon, a suit of magic armor, or a magic shield, given that it doesn't have the Sentience property or a class prerequisite for attunement, and that it has a rarity of common or uncommon. You must remain within 5 feet of the object for the duration of the ritual.

When you complete the ritual, the magic item becomes a mundane object of its type with no magical properties, and you record the magic item's name and properties in a special section of your spellbook. If you craft a magic item that is recorded in your spellbook, it takes you a quarter of the normal time and the usual gold, instead of half.

You can use this feature to unravel and learn the properties of magic items of higher rarities when you reach certain levels in this class: up to rare at 10th level, up to very rare at 14th level, and up to legendary at 20th level.

Ranged Inscription (Level 10)

Starting at 10th level, the range of your Sigil Inscription feature and of the spells mentioned in the Craftmage feature all become 30 feet for you, instead of touch.

Dual Inscription (Level 14)

At 14th level, your mastery of your sigils has become such that you can inscribe a weapon, suit of armor, or a shield with two sigils simultaneously. When you use your Sigil Inscription, you can expend two spell slots of the same level to inscribe the weapon or armor with two different sigils. It gains the properties of both sigils for the duration.

Silver Pyromancer

Divine Wizardry (Level 3)

Radiant Fire (Level 3)

Burning Smite (Level 6)

6th-level Silver Pyromancer Feature

At 6th-level your cantrips become more potent against fiends and undead. When any fiend or undead would take fire damage or radiant damage from one of your cantrips, it takes an additional amount of radiant damage equal to your Intelligence modi&er (minimum of +1).

Pyromantics (Level 6)

6th-level Silver Pyromancer Feature

Also at 6th level, you learn how to imbue your burning spells with additional power. When you cast a spell that deals fire damage or radiant damage, you can impose disadvantage on saving throws against that spell. Once you use this feature, you cannot do so again until you complete a short rest or a long rest.

Silver Flame Aura (Level 10)

10th-level Silver Pyromancer Feature

At 10th level, you can spend a bonus action to surround yourself with an aura of silver flame with a 10-foot radius. The aura sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When another creature enters the aura for the first time or begins its turn there, it must succeed on a Constitution saving throw against your spell save DC or take 2d6 fire damage and be blinded until the beginning of its next turn. A creature that succeeds on this saving throw takes half damage and is not blinded. This aura lasts for one minute and it remains active even if you are incapacitated or die. You can use this feature a number of times equal to your Intelligence bonus (minimum 1). You regain all expended uses when you finish a long rest.

Flame Incarnate (Level 14)

14th-level Silver Pyromancer Feature

At 14th level, when your Silver Flame Aura is active, you can use a bonus action to end its effect and become filled with the power of living silver flame. Your eyes become pits of silver fire and waves of heat radiate from your body. When you use this feature, you gain the following bene&ts:

  • You shed bright light in a 20-foot radius and dim light for an additional 20 feet.

  • You are immune to fire damage and radiant damage.

  • If you are hit with an attack, you can use your reaction to cast sacred flame targeting your attacker, provided that the target is within range.

  • Fiends and undead have disadvantage on attack rolls against you and you have advantage on any saving throws made against their abilities.

  • You do not require verbal, somatic, or material components that lack a gold cost when you cast a spell that deals fire or radiant damage.

This feature lasts 10 minutes or until you use a bonus action to end it, are incapacitated, or die. Once you use this feature, you cannot do so again until you &nish a long rest.

Soul Sage

Soul Sage (Level 3)

Séance (Level 6)

By 6th level, you have learned how to better consult with the souls of the departed. You add the speak with dead spell to your spellbook, and it is considered a wizard spell for you. You may cast this spell as a ritual spell. When you cast speak with dead, any corpse you speak with views you as an ally, and tries to offer truthful answers to you, though the corpse will consider you and your allies as hostile if either you or one of your allies was the one who killed it.

Eldritch Attunement (Level 10)

At 10th level, the time you have spent with spirits and souls has changed your body. You have resistance to necrotic damage, and you can see out into the Ethereal Plane within 30 feet of you.

Additionally, your time spent with those beyond the grave has made you become accustomed to where they may be. You cannot be surprised by undead.

Harvester of Souls (Level 14)

At 14th level, you have mastered the study of souls. You add the soul cage spell to your spellbook, if it is not there already. Whenever you cast soul cage, you can capture the soul of a celestial, dragon, fey, or fiend in addition to humanoid, and you can use the trapped soul an additional number of times equal to your Intelligence modifier.

In addition, your soul has become strengthened. You have advantage on saving throws against spells that would remove or imprison your soul.

Spellgunner

Spellgunner (Level 3)

Extra Attack (Level 6)

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcane Rounds (Level 10)

Beginning at 10th level, you can imbue your weapon's ammunition with elemental magic. As a bonus action, you can expend a spell slot to choose one of the following types of damage: acid, cold, fire, lightning, or thunder. The first attack made with your Spellgunner's Firearm before the end of your next turn is enhanced with this elemental energy. On a hit, the attack deals 2d4 additional damage per level of the spell slot expended.

If the attack misses, or if you do not make a firearm attack before the end of your next turn, the energy dissipates and is wasted.

Gunner's Insight (Level 14)

Starting at 14th level, you add your Intelligence modifier to the damage of your firearm attacks while your Spellgunner's Litany is active (minimum of 1).

Spellhacker

Spellhacker (Level 3)

Master Spellhacks to Enhance Your Spells

Experimental new types of magic beget experimental new wizards. Spellhackers are at the cutting edge of arcana, modifying their spells with a variety of spellhacks. These emergent spells inject new components into the casting of other spells, altering their functionality on the fly. This discipline of arcana is anything but mature, and new spellhacks are constantly being developed.

Spellhack Savant

When you reach a Wizard level specified in the Spellhacks table, you add the listed spells to your spellbook for free.

Spell Phreak

When you cast a spellhack with a level 1 spell slot, you can do so without expending a spell slot.

You can use this feature twice and regain all expended uses when you finish a Long Rest. You gain an additional use of this feature when you reach Wizard levels 5 (3 uses), 9 (4 uses), 13 (5 uses), and 17 (6 uses).

Counter-Hack (Level 6)

You always have the Counterspell spell prepared. In addition, when you cast Counterspell, you can choose one of the following effects.

Hijack

If the target fails on its saving throw against Counterspell, you can choose to hijack its spell instead of interrupting it. You can change the spell's target or targets or the location of the spell's area of effect. You can include the original caster as a target or within the area of effect.

Imitate

You can cast Imitation Spellhack without a spell slot to memorize the triggering spell.

Sabotage

If the target is Concentrating, it has Disadvantage on saving throws it makes to maintain Concentration until it loses Concentration.

Slot Division (Level 10)

You can take a Magic action to expend a spell slot of level 5 or lower, dividing its power into lower-level slots. You regain two expended spell slots whose combined level is less than or equal to the level of the expended spell slot.

Permanent Spellhack (Level 14)

When you start casting a spell listed on the Permanent Spells table, you can modify it so that it doesn't require Concentration and its duration becomes until dispelled. Casting the spell in this way takes 1 hour and expends a higher-level spell slot as shown on the table. You can cast the permanent spell only on you, even if it can normally target others.

When you finish a Long Rest, you must expend the spell slot shown on the table to maintain the permanent spell. Otherwise, the spell ends.

The permanent spell ends if you use this feature to cast another permanent spell.

Permanent Spells
SpellSpell Slots

Alter Self

Level 3+

Blur

Level 6+

Detect Magic

Level 3+

Enhance Ability

Level 5+

Expeditious Retreat

Level 3+

Fly

Level 6+

Haste

Level 8+

Protection from Energy

Level 4+

See Invisibility

Level 3+

Spider Climb

Level 4+

Stoneskin

Level 8+

Telekinesis

Level 7+

Tongues

Level 4+

Vampiric Touch

Level 4+

Water Breathing

Level 4+

Spellsmith

Spellsmith (Level 3)

Spell Honing (Level 6)

At 6th level, you can hold onto the magic of lasting spells or siphon off some of their magic to amplify spells you cast. If your concentration is broken (willingly or unwillingly), the spell's magic lingers, causing the spell's effects to remain until the end of your next turn.

In addition, while concentrating on a spell with a duration of concentration up to 1 minute or concentration up to 10 minutes, you can amplify a wizard spell you cast of 1st level or higher. When you amplify a spell in this way, the duration of the spell on which you are concentrating is reduced by a number of rounds (if the duration is concentration up to 1 minute) or minutes (if the duration is concentration up to 10 minutes) equal to the amplified spell's level. You can choose only one of the following options when amplifying a spell:

  • Increase the saving throw DC by 2

  • Increase the spell attack bonus by 2

  • Add your Intelligence modifier to one damage roll of the spell.

You can amplify a spell this way a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Spell Reversion (Level 10)

At 10th level, you learn to manipulate the magical energy of spells cast against you. When you must make a saving throw to end an ongoing effect, such as the frightened condition of the fear spell or the slowing effect of a copper dragon's slowing breath, you have advantage on the saving throw.

In addition, when an ongoing condition you successfully end on yourself was from a spell cast by a creature you can see, you can use your reaction to force that creature to make the same saving throw against your spell save DC. On a failed save, the creature suffers the effect or condition you just ended on yourself until the end of its next turn. For example, if you succeed on the saving throw to end the paralyzed condition on yourself from the hold person spell cast by a spellcaster you can see, you can force that spellcaster to make a Wisdom saving throw against your spell save DC, and that spellcaster becomes paralyzed until the end of its next turn on a failed save.

Spell Duality (Level 14)

At 14th level, you become a master at manipulating and extending the magical energy of your long-lasting spells. You can concentrate on two spells simultaneously. If you cast a third spell that requires concentration, you lose concentration on the oldest spell. When you take damage while concentrating on a spell and must make a Constitution saving throw to maintain concentration, you make one saving throw for each source of damage, as normal. You don't have to make one saving throw for each spell you are maintaining. If you are concentrating on two spells and fail a Constitution saving throw to maintain concentration because of taking damage, you lose concentration on the oldest spell.

If you are concentrating on two spells and lose concentration on both spells in 1 round, you suffer one level of exhaustion.

Stormsinger

Stormsinger (Level 3)

Lightning Flash (Level 6)

By 6th level, you have learned how to move as fast as lightning. Whenever you roll for initiative, you can add your Intelligence modifier to the result of the roll. You also add the thunder step spell to your spellbook, if it is not there already. When you cast thunder step, you can cast it as a bonus action, and you can choose for thunder step to deal lightning damage instead of thunder.

Blitzkrieg (Level 10)

At 10th level, you can summon a storm wherever you are. You add the call lightning spell to your spellbook, and it counts as a wizard spell for you. Whenever you cast call lightning while your Stormsong is active, the rain and lightning surrounding you from the Stormsong counts as an existing storm for the purposes of the spell's increased damage.

Additionally, you can no longer be blinded by lightning or deafened by thunder, and when using your Stormsong, your movement speed is doubled instead of being increased by 10 feet.

Master of the Tempest (Level 14)

At 14th level, you have become as mighty as a storm. While your Stormsong is active, the rain and lightning surrounding you extends out to a 10-foot radius sphere around you. Whenever a hostile creature enters the area for the first time on a turn or starts its turn there, it takes lightning or thunder damage (your choice) equal to half your wizard level.

Subtlety Magic

Subtlety Magic (Level 3)

Unseen (Level 6)

Invisibility is one of the greatest tools of a good assassin, and you have mastered it. You learn the spell Invisibility if you don't know it already, and you always have it prepared without counting against your number of prepared spells.

Additionally, you can cast Invisibility as a bonus action, but when casted that way the spell duration becomes 1 minute and you can only cast it on yourself. You can cast Invisibility it this way once per short rest.

Motionless (Level 6)

Additionally, whenever you cast a spell without verbal components with Master of Silence, the spell also loses its somatic components.

Untouchable (Level 10)

You are always alert, and adept at avoiding threats. Whenever a creature attempts to attack you, you can spend your reaction to teleport a number of feet equal to your movement speed. If this teleport puts you out of the attempted attack range, the attack automatically misses. You can do this twice, and you regain all spent uses at the end of a long rest.

Additionally, you can't be tracked by nonmagical means, and you gain proficiency in stealth if you don't have it already.

Silent Menace (Level 14)

You have studied a way to render your enemies unable to call for help or defend themselves. You learn the spell Silence if you don't know it already, and you always have it prepared without counting against your number of prepared spells.

Additionally, whenever you can cast Silence, you can choose to modify it, and target one creature. The area of the spell will be centered around that creature, and it will move with them. When you cast the spell this way, it doesn't require concentration. You can use this feature a number of times equal to your intelligence modifier, and you regain all spent uses after completing a long rest.

Technomancer

Technomancer (Level 3)

Ghost in the Shell (Level 6)

At 6th level, you learn the find familiar spell if you don't already know it. When you cast find familiar, you can choose to have it appear as a Tiny machine and replace its statistics with those of a tiny object animated by the animate objects spell.

Active Countermeasures (Level 10)

At 10th level, you can cast the contingency spell with a casting time of 1 action and without expending a spell slot or material components. The contingent spell still requires you to expend its spell slot. When you cast contingency in this manner, it has a duration of 24 hours, and you can use up to two contingency spells at a time. Once you use this feature, you must finish a long rest before you can use it again.

At 14th level, you can use up to three contingency spells at a time and you can use this feature twice between long rests.

Ex Machina (Level 14)

Starting at 14th level, your power can mimic the effects of powerful cybernetics in your body. Choose one cyberware of tier 3 or lower. You gain the effects of that cyberware as if it were installed, but it does not count against your total number of attunements. When you finish a long rest, you can change your chosen cyberware to a different one of tier 3 or lower.

Additionally, you can spend 10 minutes refocusing your power to change your chosen cyberware to a different one of tier 2 or lower. Once this feature is used, you must finish a long rest before you can use it again.

Telthor Companion

Telthor Companion (Level 3)

Spiritual Companion (Level 3)

Heart of Ice (Level 6)

By the time you reach 6th level, your connection to the magic you wield grants you and your telthor resistance to cold damage. Additionally, spells you cast that deal cold damage ignore resistances.

Irresistible (Level 10)

As your knowledge of the arcane grows, your magic becomes harder for others to resist. Starting at 10th level, whenever you cast a wizard spell that requires targets to make a saving throw, you can choose to force all targets to make the saving throw with disadvantage. Once you've used this feature, you can't do so again until you finish a long rest.

Telthor Coordination (Level 14)

By 14th level, your telthor have become an irreplaceable part of your combat tactics. Whenever you cast a spell or make a weapon attack, one of your telthor can use their reaction to move up to 10 feet and make an attack against a creature within range.

The Chronomancer

School of Chronomancy (Level 3)

Alter Causality (Level 6)

At 6th level, you add the spells slow and haste to your spellbook, if it they are not there already. You can cast one of these spells without expending a spell slot. If you cast haste, you can target only yourself. Once you cast one of these spells in this way, you can't do so again until you finish a long rest, though you can still cast it normally.

Quantum Lag (Level 10)

At 10th level, when you cast a spell, you can delay its effect one to three turns. Before the spell is cast, you select the duration, the target, and roll any relevant attack rolls. Any effects on the spell's targets, including saving throws, are resolved when the spell triggers. If any conditions change between casting and effect of the spell that would make the spell impossible–such as the target leaving the spell's maximum range before the spell goes off–the spell fails. After you use this ability, you must finish a short rest before using it again.

Timewalker (Level 14)

Beginning at 14th level, you can borrow time from the present as an action, and use it in the future. Select a duration, either one round or two rounds. Time stops for you for this duration and you may take no actions. When this duration ends, no time passes for other creatures and you may move and act normally for the chosen duration. Time restores to normal if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the effect ends if you move to a place more than 100 feet from the location where you cast it. After you use this ability, you must finish a long rest before using it again.

The Grey Guild

The Grey Guild (Level 3)

Arcane Occultation (Level 6)

Starting at 6th level, the Weave intervenes in the minds of others to obscure your comings and goings. When you interact with a humanoid for 10 minutes or less, you can choose to force the creature to make an Intelligence saving throw against your spell save DC. Creatures who already know you personally have advantage on this saving throw. On a failure, the creature forgets all the details of the interaction as soon as it is over, including your identity and any of your identifying characteristics.

Conspiracy of One (Level 10)

By 10th level, you have learned to trust no one but yourself. That would pose a problem for the agents of the Grey Guild except that they learn to form a conspiracy of one. As an action, you can expend a spell slot to create a number of conspirators equal to the level of the spell slot expended. Each conspirator appears in its own unoccupied space within 30 feet of you.

Conspirators are indistinguishable from one another and from you. Each conspirator has your Armor Class, saving throw proficiencies, and other attributes but evaporates into shadows and spiderwebs when it takes any damage. It is immune to all conditions. When you take an action, you can choose to take it as if you occupied the same space as any one of your conspirators.

While you have one or more conspirators, you can use a bonus action to swap places via teleportation with a conspirator of your choice who is on the same plane as you. As an action, you can sense through a chosen conspirator's senses indefinitely until you choose to end the ability or the conspirator is destroyed. Your conspirators have the same senses as you. While you are sensing through a conspirator, you are blind and deaf in regard to your own senses.

After an hour, or 8 hours if you expended a spell slot of 6th level or higher to create your conspirators, all remaining conspirators are destroyed. Whenever a conspirator is destroyed or evaporates into shadows and spiderwebs, you can use a reaction immediately after to teleport to the nearest unoccupied space closest to where the conspirator was.

Once you use this feature, you must finish a long rest'24 before you can do so again.

Ethereal Infiltrator (Level 14)

Starting at 14th level, while you are in dim light'24 or darkness'24, you can move through creatures and objects. If you end your turn inside a creature or object, you take 1d10 force damage for each 5 feet between you and the nearest unoccupied space, then you teleport to that space.

The Maleficar

The Maleficar (Level 3)

Life Drainer (Level 6)

You get proficient at managing your own blood, as well as reaping others'. At 6th level, you add the vampiric touch spell to your spellbook. If you already know this spell, you can instead choose a necromancy spell of any spell list for which you have spell slots. This spell counts as a wizard spell for you. The attack range of your vampiric touch spell increases to 30ft and counts as a ranged spell attack when your target is outside melee range.

Maleficar Resilience (Level 10)

At 10th level, you get resilient to physical wounding and discomfort as a consequence of your studies in blood magic. You may roll any constitution saving throw with advantage.

Additionally, the rate at which your body regenerates has improved. When you spend hit dies to heal yourself at the end of a short rest, you may add your intelligence modifier to every hit die rolled.

Blood Regeneration Mastery (Level 14)

You unveiled a secret to exceed your body's regeneration limits. Starting at 14th level, after completing a short rest but before spending any hit dies to heal yourself, you can recover a number of hit dies equal to you intelligence modifier (minimum of 1). When you do so, you cannot use this feature again until you finish a long rest.

Additionally, if you roll initiative and have no uses of The Magical Secret of Blood remaining, you regain one use of it.

The Magical Secret of Blood Improvement (Level 14)

You can now cast 6th and 7th level spells as specified in The Magical Secret of Blood feature.

Theurgy

Theurgy (Level 3)

Daily Devotion (Level 6)

At 6th level, choose three divine domains. As part of completing a long rest'24 you can contemplate these facets of the divine, selecting one of the three chosen divine domains. Until you use this feature again, add the selected domain's 2nd level Channel Divinity effect to the options you can choose when using your Channel Divinity.

Empyreal Resilience (Level 10)

Starting at 10th level, you have resistance to radiant damage.

Radiant Countenance (Level 14)

Starting at 14th level, you can use an action to shed your mundane form for a radiant countenance for the next minute. While you have a radiant countenance, you gain the following benefits:

  • You shed bright light'24 out to 150 feet and dim light'24 out 150 feet beyond that.

  • Attacks made against you by creatures without blindsight have disadvantage.

  • When you cast a spell that deals damage, you can choose for the damage to be radiant instead of its normal damage type.

Once you use this feature, you can't use it again until you finish a long rest'24.

Tidecaller

Tidecaller (Level 3)

Star Charts (Level 6)

By 6th level, you have learned how to use navigational star charts to aid you in your journeys. Over the course of a long rest, you can obtain one of the following benefits. You can only be attuned to one of these constellations at a time. As a bonus action, you can swap out your Star Chart for another. You can use this swap feature a number of times equal to your Intelligence modifier per long rest.

The Northern Star: You cannot become lost, both magically and non magically, and you have advantage on Wisdom (Survival) checks. Additionally, you always know which direction is north.

The Great Turtle: You are always under the effects of the spell mage armor while not wearing armor or wielding a shield. Additionally, your swim speed increases by 30 feet, and you can breathe both air and water.

The Lighthouse: You gain darkvision out to 60, if you already have darkvision it increases by 30 feet, and fog or mist do not impose disadvantage on Wisdom (Perception) checks. Additionally, choose a number of friendly creatures up to your Intelligence modifier. These creature always know your exact location so long as you are both on the same plane of existence.

The Sea Dragon: Whenever you cast a spell that deals cold or lightning damage, you can add your Intelligence modifier to one damage roll.

The Lovely Siren: You have immunity to being charmed and can add your Intelligence modifier to Charisma (Persuasion) checks.

Seaworthy (Level 10)

By 10th level, you have learned how adapt to the weather on the seas. You gain resistance to either cold or lightning damage.

Additionally, years of studying magic out at sea has taught you how to anchor yourself against being moved. When you are subject to either a spell or other effect that would move you or knock you prone, you have advantage on the saving throw to resist the effects.

Nautical Mastery (Level 14)

At 14th level, you have become a true navigator and oceanic sage. Choose one constellation from your Star Charts feature. You gain its benefits permanently. When you gain a level in this class, you can replace your chosen constellation with another one.

Additionally, you can call upon the true might of the sea. You add the tidal wave spell to your spellbook, if it is not there already. You can cast the tidal wave spell without expending a spell slot. When you cast tidal wave in this way, the area can be up to 90 feet long, up to 30 feet wide, and up to 30 feet tall, and creatures who fail their saving throw against this spell take additional bludgeoning damage equal to your wizard level.

Once you cast tidal wave 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.

Timekeeper

Timekeeper (Level 3)

Extended Magic (Level 6)

Beginning at 6th level, when you cast a spell whose duration is 1 minute or longer, you can spend 1 temporal point to double the spell's duration, to a maximum of 24 hours.

Hastened (Level 10)

At 10th level, you add the haste spell to your spellbook, if you don't have it already. From now on, you never suffer the negative aftereffects of the haste spell and can act normally when the spell ends.

Also, you can cast haste on yourself without expending a spell slot. Once you cast haste in this way, you can't do so again until you finish a short or long rest. You can still cast it normally using an available spell slot.

Time Mastery (Level 14)

Starting at 14th level, you can choose to ignore the effect of a temporal spell that would otherwise affect you. For instance, you can exempt yourself from the effect of a slow spell cast in the area you occupy. Or, if you would be affected by a quick time spell, you can choose to automatically succeed on the saving throw.

Also, you can spend temporal points in the following ways.

  • When you cast a spell with a casting time of 1 action, you can spend 2 temporal points to change the casting time for this casting to 1 bonus action.

  • When you must make a saving throw against a temporal spell, you can spend 2 temporal points to succeed on the saving throw automatically. You can make the decision to spend the points after rolling the d20 and seeing the result.

  • As a reaction when another creature casts time stop, you can spend 5 temporal points to gain the ability to act during the spell's duration. You and the spell's caster alternate taking turns, with the caster acting first. You have the same restrictions as the caster. If the caster ends the spell, it ends for everyone; if you take an action that ends the spell, it ends only for you, not for the caster.

Transmuter

Transmuter (Level 3)

Forge Reality Anew with a Thought

As a Transmuter, you study spells that alter energy and matter, seeing the world as a canvas ready for transformation. You thrive on change, using your magic to reshape physical forms and mental states alike, wielding the raw forces of creation. Your abilities allow you to manipulate the elements, turning lead into gold or transforming creatures for amusement or gain. While some Transmuters are playful tricksters, others approach their craft with a solemn resolve, aspiring to wield powers that can reshape or destroy entire worlds.

Transmutation Savant

Choose two Wizard spells from the Transmutation school, each of which must be no higher than level 2. and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Transmutation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Arcane Reformation

By mastering the principles of transmutation, you can change the nature of objects and substances to match your needs. As a Bonus Action you can transmutate reality in one of the following ways:

  • Adaptive Arsenal
  • Currency Conversion
  • Wealth into Wonder
  • Quick Transmutation
  • Purify Essence

You can't use this feature to convert things that are worn or carried.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest.

Transmuter's Stone (Level 6)

You can spend 8 hours (which can be over the course of a Long Rest) 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 Advantage on Constitution Saving Throws and one additional 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
  • Speed
  • Resistance
  • Master of Forms

Each time you cast a Transmutation spell of level 1+, 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 10)

You can transform your form while keeping your intellect, adapting seamlessly to any situation.

  • Polymorph
  • Wise Shape

Master Transmuter (Level 14)

As a Magic action, you can 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
  • Panacea
  • Restore Life
  • Restore Youth

Tri-Caster

Tri-Caster (Level 3)

Third Instinct (Level 6)

Beginning at 6th level, you can empower your reflexes magically. When initiative is being rolled after your roll but before knowing the initiative order, you can, as a reaction, consume a third level spell slot to put yourself third in the initiative order.

Magic Absorption (Level 10)

At level 10, when you take damage from a spell or magical effect, you can absorb the energy from the magic to refuel your own reserve. As a reaction you ignore a third of the damage you received (rounded up), and regain some of your expended spell slots. The spell slots can have a combined level that is equal to or less than a third of your wizard level (rounded up).

Once you used this ability you can't use it again until you complete a short or long rest.

Unleashed Arcane (Level 14)

At 14th level: You gain the ability to unleash your powers. You consume your action, reaction, bonus action to cast 3 spells at the same time with the same action. Each of these spells must use a maximum of a 3rd level spell slot, and only one of those spells can require concentration. After using this ability, you can only cast cantrips on your next turn.

You can use this ability once every 3 days.

Universalist

Universalist (Level 3)

Modify Magic (Level 6)

6th-level Universalist feature

Your extensive study over the arcane arts allows you to modify spells. When you add or copy a wizard spell in your spellbook, you can choose to modify the spell's formula that you write in your spellbook in the following ways:

Alter Energy

If the original spell deals acid, cold, fire, lightning or thunder damage, you can replace the damage type with one other type from that list. If the original spell deals multiple damage type from that list, the new damage type replaces all types from the original spell.

Alter Manifestation

If the original spell requires saving throws, you can change a phsyical saving throw (Strength, Dexterity, Constitution) to another physical saving throw of your choice, and you can change a mental saving throw (Intelligence, Wisdom, Charisma) to another mental saving throw of your choice.

A spell modified by this feature counts as a different spell from the original and therefore counts against the number of wizard spells you can prepare. For example, a 1st-level wizard universalist that has a scroll containing the 1st-level spell burning hands and wishes to copy the spell to their spellbook can choose to modify the copied spell to deal cold instead of fire damage. If the wizard later decides to also copy the original burning hands spell to their spellbook, they can choose to prepare burning hands, the modified spell, or both when preparing their wizard spells.

Rapid Preparation (Level 10)

10th-level Universalist feature

Your studies have taught you the importance of preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook.

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

High Arcanum (Level 14)

14th-level Universalist feature

Unearthing the deepest parts of the wizard's craft, you gain access to High Arcana. When you finish a long rest, you can choose to gain one of the following benefits:

Arcane Fire

When you deal damage to a creature with a spell, you can expend a spell slot to deal extra force damage to that creature. The extra damage is equal to 2d10 for a 1st-level spell slot, plus 1d10 for each spell level higher than 1st.

Arcane Reach

When you cast a spell that has a range of 5 feet or greater, you can expend a spell slot to increase the range of the spell by 60 feet per level of the spell slot.

Archmage's Sight

You are under the effects of a detect magic spell.

Sage's Knowledge

If your total for an Intelligence check is less than your Intelligence score, you can use that score in place of the total.

Spell Power

The spell save DC for your wizard spells increases by 1. The chosen benefit lasts until you finish a long rest. As an action, you expend a 5th-level or higher spell slot to change the chosen benefit to another one.

Universalist

School of Universalism (Level 3)

Arcane Condensation (Level 6)

By 6th level, you can expend two spell slots of the same level to cast a spell of 1 level higher.

Arcane recitation (Level 10)

At 10th level, the time required to cast a spell as a ritual is reduced to 1 minute, unless casting time of the spell is longer.

Arcane Concentration (Level 14)

By 14th level, your focus is legendary. Whenever you would lose your concentration on a spell, you can instead choose to maintain your focus by expending a spell slot of a level greater level or equal to the spell you are concentrating on.

Void Caster

Void Caster (Level 3)

Rebuke from Beyond (Level 6)

Beginning at 6th level, when damaged by a creature within 60 feet, a Void caster can use a reaction to bark a destructive word of Void Speech. If the creature can hear the caster, it takes necrotic damage equal to half the caster's wizard level + his or her Intelligence modifier. A caster can use this ability a number of times equal to his or her Intelligence modifier (minimum of one), and regains all expended uses after finishing a long rest. The caster can't use this feature if he or she is unable to speak.

Powerful Echo (Level 10)

Starting at 10th level, when casting a Void magic spell that targets only one creature, a Void caster can also target a second creature. Additionally, he or she has advantage on Constitution saving throws made to maintain concentration on Void spells.

Manifestation (Level 14)

At 14th level, a Void caster can choose a point he or she can see within 60 feet and use an action to utter a complicated phrase in Void Speech. The area within 20 feet of the point is shrouded in dim light for 1 minute. Any creature in the area that is hostile to the caster gains vulnerability to necrotic damage and has disadvantage on Wisdom checks. An affected creature that starts its turn in the area or that enters the area for the first time on its turn takes 3d6 necrotic damage, or half that damage with a successful Constitution saving throw (using the Void caster's spell save DC). Once a caster uses this ability, it can't be used again until after finishing a short or long rest. The caster can't use this feature if he or she is unable to speak.

Void Speaker

Void Speaker (Level 3)

Rebuke from Beyond (Level 6)

Beginning at 6th level, when you are damaged by a creature within 60 feet, you can use your reaction to bark a destructive word of void speech. If the creature can hear you, it takes necrotic damage equal to half your wizard level plus your Intelligence modifier. You can use this ability a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a long rest. You can't use this ability if you are unable to speak.

Powerful Echo (Level 10)

Starting at 10th level, when you cast a void magic spell that targets only one creature, you can have it target a second creature. Additionally, you have advantage on Constitution saving throws made to maintain concentration on void spells.

Manifestation (Level 14)

At 14th level, you can use your action to pronounce a complicated phrase in void speech. Choose a point you can see within 60 feet. The area within 20 feet of that point is shrouded in dim light for one minute. Any creature hostile to you within the area is vulnerable to necrotic damage and has disadvantage on Wisdom checks. An affected creature that starts its turn in the area or that enters the area for the first time on its turn takes 3d6 necrotic damage, or half damage with a successful Constitution saving throw (using your spell save DC). Once you use this ability, you can't use it again until you finish a short or long rest. You can't use this feature if you're unable to speak.

Wand Lore

Wand Lore (Level 3)

Arcane Battery (Level 6)

Beginning at 6th level, when you use your Arcane Recovery feature, your core wand regains 3 expended core charges.

In addition, you gain a new option to use your wand's core charges. When you cast a spell that targets only one creature and forces it to make a saving throw while you're holding your core wand, you can expend up to 3 core charges to gain a bonus to that spell's save DC equal to the number of core charges spent.

Imbue Minor Wand (Level 10)

Starting at 10th level, whenever you finish a long rest, you can imbue a number of wizard spells from your spellbook up to your Intelligence modifier (minimum of one) into a nonmagical stick, dowel, or similar Tiny object, transforming the object into a magic wand. Each spell must be a cantrip or a 1st- or 2nd-level spell and have a casting time of 1 action or bonus action. In addition, the spells can't require concentration or require any material components that indicate a cost or are consumed as part of casting the spell, and if the spell is a cantrip, it mustn't be able to damage a target.

The wand has a number of charges equal to your Intelligence modifier (minimum of 1) with which to cast the imbued cantrips (0 charges), 1st-level spells (1 charge), or 2nd-level spells (2 charges). A creature holding the wand can use an action to cast one of the spells from it using your spell save DC, spell attack bonus, and spellcasting ability. The wand ceases to be magical the next time you finish a long rest.

Manifest Charges (Level 14)

When you reach 14th level, you can convert the core charges within your wand into raw, arcane energy. By manipulating this energy, you can use the wand's core charges in the following new ways:

  • As a bonus action, you can expend 1 or more of the wand's core charges to create a number of motes of magical force equal to the core charges spent. Each mote streaks toward a different target that you can see within 60 feet of you, dealing force damage to each target equal to 1d4 + your Intelligence modifier.

  • When you or another creature that you can see within 30 feet of you takes damage, you can use your reaction to expend 1 or more of the wand's core charges to create a magical barrier, reducing the damage taken by an amount equal to three times the number of core charges spent.

In addition, you have gained a supreme mastery and understanding of wands. If you expend the last charge of a staff or wand, you needn't roll a d20, even if it says to. Further, the gold and time you must spend to craft a magic wand is halved.

War Mage

War Mage (Level 3)

Combine Spellfire with Unyielding Defense

War Mages are wizards trained in the art of battle, combining the destructive power of evocation with the protective strength of abjuration. They wield their magic as both weapon and armor, seizing control of the battlefield with spells that strike with precision and defenses that shield against attacks. Their expertise allows them to turn opponents' magic against them, making them versatile and formidable combatants.

Arcane Deflection

You have learned to weave your magic to fortify yourself against harm.

  • Arcane Buckler
  • Arcane Lifesaver

When you use this feature, you can't cast spells other than cantrips until the end of your next turn.

Tactical Wit

Your keen ability to assess tactical situations allows you to act quickly in battle. When you roll Initiative, you can add your Intelligence modifier to the roll.

Power Surge (Level 6)

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

  • Spell Denier
  • Number of Power Surges
  • Gaining Power Surges
  • War Magic Surge

Durable Magic (Level 10)

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 14)

Your Arcane Deflection becomes infused with deadly magic that arcs from you. When you use your Arcane Deflection feature, choose up to three creatures that you can see within 60 feet of you, each takes Force damage equal to half your Wizard level.

War Magic

War Magic (Level 3)

Power Surge (Level 6)

Starting at 6th 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 10)

Beginning at 10th 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 14)

At 14th 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.

White Necromancer

White Necromancer (Level 3)

White Necromancy (Level 6)

At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast this spell, it has additional effects:

  • If the undead creature has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand and speak one language of your choice that you speak.

  • The undead creature's alignment is the same as yours.

  • At the end of the undead creature's first 24 hours of serving you, it might continue to serve you for another 24 hours or else return to its eternal rest. You can convince the undead creature to continue serving you with a successful Charisma (Persuasion) check against a DC equal to 8 + the creature's challenge rating. On a successful check, the creature remains under your control, and the DC of the next check you make to maintain control 24 hours later increases by 1. You have disadvantage on this check if you were disrespectful to the creature in the previous 24 hours. On a failed check, or if you choose not to maintain control, the undead creature immediately crumbles to dust.

When you reach 11th level, you add the create undead spell to your spellbook. All of the above effects also apply whenever you cast that spell.

Life Bond (Level 10)

At 10th level, you add the warding bond spell to your spellbook, and it is a wizard spell for you. You can cast warding bond without expending a spell slot or requiring the material component, and the spell's duration increases to 4 hours.

Once you cast warding bond in this way, you can't do so again until you finish a long rest. You can still cast warding bond normally using an available spell slot.

Protect Life (Level 14)

Once you reach 14th level, you can use an action to cause life-preserving magic to emit from you. When you do so, you and friendly creatures within 20 feet of you have resistance to necrotic damage for 1 minute. In addition, each creature affected by your use of Protect Life has advantage on saving throws against spells and effects that reduce its hit point maximum, such as a specter's Life Drain or the harm spell.

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

Wild Mage

Wild Magic (Level 3)

Servant of ChAoS (Level 6)

Starting at 6th level, when a wild surge is activated, you may now add or subtract your level to wild surge results choosing between the two results. (Results that are less than 01 counts as a 1). You may additionally use Controlled Chaos to perform the following:

  • You may elect to trade a prepared spell for a spell you did not prepare, but as a result all your other prepared spells are randomly determined.

  • You may choose to change the damage type of offensive/defensive spells you cast for 1 minute. (when you cast such a spell, you become vulnerable to that type of damage until the start of your next turn, and resistant to its opposite.)

Damage Type Opposites
Damage TypeOpposite Damage Type

Acid

Electric/Thunder

Bludgeoning

Piercing/Slashing

Cold

Fire

Force

Psychic

Necrotic

Radiant

Student of cHaOS (Level 10)

At level 10, your understanding of chaos increases. You gain an additional use of Controlled Chaos and you may additionally use Controlled Chaos to perform the following:

  • You can use Controlled Chaos to prevent a surge from happening entirely (only once per turn).

  • Impose disadvantage on saving throw for a spell you cast - (but the first attack against you before your next turn is at advantage.)

Master of ChaoS (Level 14)

At 14th level, whenever you roll a critical failure or critical success, you gain an additional use of Controlled Chaos, until your next short or long rest.

You may also use Controlled Chaos to perform the following:

  • Choose to gain advantage on die rolls for spell effects (hp for determining sleep, die rolls for damage dealt, etc) for 1 minute. (your saves are at disadvantage during this time).

  • When you attack with a modified damage type, you may choose up to your spell ability modifier in damage types, the resulting total damage is a proportionate distribution of each damage type.

Windbringer

Windbringer (Level 3)

Gale Mage (Level 6)

At 6th level, you have learned how to infuse your spells with mighty air. Whenever you cast a spell of 1st level or higher, you can use a bonus action to channel wind through the spell, choosing one of the following effects:

Airborne Prodigy (Level 10)

By 10th level, you have become attuned to the strength of the winds. You can cast the levitate spell on yourself or a willing creature at will, without expending a spell slot. When you cast levitate in this way, you can move the target in any direction of your choice when you use an action to move it.

Wind Mastery (Level 14)

At 14th level, you have gained mastery over wind. As an action, you can cast the investiture of wind spell on yourself without expending a spell slot. When you cast investiture of wind in this way, while the spell is active, creatures of your choice up to your Intelligence modifier within a 20-foot radius of you also gain a flying speed of 60 feet as long as you maintain concentration on the spell. If you or an ally land before the spell ends, you or your ally take no falling damage and can land on their feet.

Once you cast investiture of wind in this way, you can't do so again until you finish a long rest, though you can still cast it normally using an available spell slot.

Witchcraft

Witchcraft (Level 3)

Channeling Purity (Level 6)

At 6th level, you have learned how to cleanse yourself of ill effects. Whenever you expend a spell slot of 1st level or higher to cast a Coven spell, you can use your bonus action to end one effect on yourself that is causing you to be charmed or frightened.

Coven Familiarity (Level 10)

By 10th level, your time spent studying the ways of witchcraft has granted you increased resilience and willpower. You have advantage on Wisdom and Charisma saving throws.

Additionally, your Coven grants you additional benefits when interacting with certain creatures. You can add your Intelligence modifier to the result of any Charisma based skill check you make when interacting with a creature associated with your Coven.

Black Magic. fiends, undead

Green Magic. beasts, fey

White Magic. celestials, good aligned humanoids

Grand Witch (Level 14)

By 14th level, you have mastered the magic of witchcraft. You learn one Grand Craft of your choice, which are listed in the Grand Crafts List at the end of this subclass, and it is added into your Arcane Grimoire.

Grand Crafts List

The following is the list of Grand Crafts that are available for the Witchcraft Arcane Tradition.

  • Animal Shape

    As an action, you can cast the polymorph spell on yourself without expending a spell slot, though you can only transform into a beast of CR ¼ or lower. When you do so, you are still retain the ability to speak.

  • Covenous Duality

    When you cast a Coven spell from your Arcane Grimoire which targets one creature, you can target two creatures instead.

  • Craft Knowledge

    Choose two Crafts from the Crafts List. You are considered to always know those Crafts, even if your Arcane Grimoire is destroyed or lost.

  • Hag Ally

    By spending one hour in ritual, you can summon either a sea hag, a green hag, or a night hag. In combat, and hag acts and moves as she chooses. The hag is friendly to you and your allies. At the end of one hour, or when the hag is reduced to zero hit points, it vanishes either in a burst of water (sea hag), by melting (green hag), or in a plume of dark smoke (night hag).

    Once you have used this feature, you cannot do so again until you finish a long rest.

  • Sacred Knowledge

    You gain resistance to your choice of either necrotic or radiant damage. You also add the dispel evil and good, greater regeneration, and hallow spells into your Arcane Grimoire.

  • Shielded Mind

    You gain resistance to psychic damage, and you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. You can communicate telepathically with creatures within 30 feet of you, provided that you both share at least one language. Creatures can telepathically communicate with you only if you allow it.

  • Witch's Flight

    You gain a flying speed equal to your base movement speed.

  • Witch Speech

    You are considered to be permanently under the effects of the tongues spell.

Wizard of the Citadel

Wizard of the Citadel (Level 3)

Spellcraft Secrets (Level 3)

Spellcraft Secret Options (Level 3)

Ritual Diagrams (Level 3)

Applied Arcana (Level 6)

The Citadel reminds its scholars to step out of the ivory tower and undertake creative labors. Choose one of the following fields of applied arcana and gain the associated feature.

Alchemy

You dedicate yourself to the art of alchemy, drawing upon its healing and transformative aspect—as well as its fulminating and destructive side. You gain the following benefits:

  • You gain proficiency with Alchemist's Supplies. If you already have this proficiency, you instead gain proficiency with one other type of Artisan's Tools of your choice.

  • When you use an action or Bonus Action to drink a potion that restores Hit Points or administer such a potion to another creature, or to throw a vial of Acid or a flask of Alchemist's Fire, you can double the number of Hit Points regained or damage dealt.

  • When you drink a potion, roll a d6; on a 6, you gain the benefit of the potion with only the barest sip, and the potion isn't expended.

Celestial Navigation

You study the patterns of the stars and planets in their eternal cycles. You gain the following benefits:

  • You gain proficiency with Navigator's Tools. If you already have this proficiency, you instead gain proficiency with Cartographer's Tools, or another type of tools of your choice.

  • When you travel using Navigator's Tools or a map of the region, your superior navigation doubles your pace, and that of creatures traveling with you.

  • You add the Dimension Door and Misty Step spells to your spellbook if they are not there already. You automatically have the spells prepared and they don't count against the number of spells you prepare. The maximum distance you can teleport when you cast them is doubled.

Forge Magic

You work the forge and weave the subtle spells of smiths into molten steel and polished silver. You gain the following benefits:

  • You gain proficiency with Smith's Tools. If you already have this proficiency, you instead gain proficiency with one other type of Artisan's Tools of your choice.

  • You can attune to a fourth magic item. The item must be a Ring, Rod, Staff, Wand, or Weapon.

  • You add the Magic Weapon and Elemental Weapon spells to your spellbook if they are not there already, and they count as Wizard spells for you. You automatically have the spells prepared and they don't count against the number of spells you prepare. While you are concentrating on either of these spells, your Concentration can't be broken as a result of taking damage.

Inscription

Every Wizard must write in their spellbook, but some elevate this art form with calligraphy and illumination. You gain the following benefits:

  • You gain proficiency with Calligrapher's Supplies. If you already have this proficiency, you instead gain proficiency with one other type of Artisan's Tools of your choice.

  • You are adept at empowering the release of inscribed magical energy. When you cast a spell from a Spell Scroll, roll a d6. On a 4 or 5, the spell takes effect as if it was cast with a spell slot one level higher. On a 6, the spell takes effect as if it was cast with a spell slot two levels higher.

  • The time and cost to add a new spell into your spellbook is halved. Additionally, when you copy a spell from a Spell Scroll into your spellbook, the scroll isn't destroyed.

Cryptic Rider (Level 10)

You have learned to hide one spell within the umbra of another. When you cast a level 5+ Wizard spell that forces one or more creatures to make a saving throw, you can choose to give affected creatures Advantage on their saving throw. When you do so, you can simultaneously cast a second spell with a casting time of 1 action that targets only one creature. Choose one target who succeeded on its save against the first spell. It has no effect on that creature, and the creature is targeted by the second spell instead. (The second spell uses its own range or that of the first spell, whichever is longer.)

If the first spell is countered, the creature that countered it is automatically targeted by the second spell, if the creature is within range.

Master of the Citadel (Level 14)

You are an expert at modifying spells at the moment of casting. When you cast a Wizard spell, you can choose up to two of the following:

Geometric Substitution

If the spell has an area of effect that isn't an Emanation, change its area of effect to one of the following: a 30-foot Cone, a 25-foot Cube, a Cylinder with a radius of 15 feet and a height of 60 feet, a Line that's 60 feet long and 5 feet wide, or a 20-foot-radius Sphere.

Range Substitution

Change a spell with a range of Touch to a range of 60 feet. Alternatively, change a ranged spell attack to a melee spell attack.

Elemental Substitution

If the spell deals damage, you can change one damage type dealt by the spell to a different damage type other than Force damage.

Statistical Substitution

After you roll damage, you can choose for the spell to deal its average damage instead.

You can use this feature once, and regain the use of it after you finish a Short or Long Rest, or when you expend a level 4+ spell slot to use it again.

Wizard School of Nethermancy

Wizard School of Nethermancy (Level 3)

Shadowsight (Level 6)

Starting at 6th level, you add the darkness spell to your spellbook if it is not there already. You can see in magical darkness as if it were dim light.

Protection From the Shadows (Level 10)

Beginning at 10th level, your shadow can become a physical being and guard you as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose your shadow between the attacker and yourself. The attack automatically misses you, then the shadow returns to its normal state. Once you use this feature, you can't use it again until you finish a short or long rest.

Being of Darkness (Level 14)

Beginning at 14th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Wyrm Wizard Magic

Wyrm Wizard (Level 3)

Convert Counterspell (Level 6)

At 6th level, you become a master at countering the spells of enemy spellcasters. You add the counterspell and dispel magic spells to your spellbook if they are not there already. In addition, you can cast both of these spells once at their lowest level without expending a spell slot, and you regain the ability to do so after finishing a long rest.

Whenever you successfully end a spell with counterspell or dispel magic, or you reduce a creature (of challenge rating 1/4th or higher if it is a non-player creature) to 0 hit points with a 3rd level or higher spell, you regain one use of your Draconic Discovery feature. You can regain a use of your Draconic Discovery feature this way a number of times equal to half your proficiency bonus (rounded up), which resets after you finish a long rest.

BreaK Spell Resistance (Level 10)

At 10th level, you gain great insight into the way creatures naturally resist magic by studying the magical defenses of dragons. When you force a creature to make a saving throw against one of your spells, it cannot have advantage on that saving throw. Creatures that attempt to counter, dispel, or otherwise end, any spell cast by you have disadvantage on ability checks to do so (if any).

In addition, you can expend one use of your Draconic Discovery feature to cast a spell from your spellbook that you do not have prepared. You must still expend the necessary spell slot(s) and provide any necessary materials required to cast the spell normally. Starting at 14th level, you can expend two uses of Draconic Discovery to cast a 5th level or lower spell you do not know from any list. It is cast at its lowest level, can't be upcast in any way, and you must expend the appropriate spell slot(s) and provide any necessary materials required to cast the spell normally. Additionally, at 14th level, you can instead expend three uses of Draconic Discovery to cast a 6th, 7th, or 8th level spell this way with the same restrictions, but afterwards you can't do so again until you finish a long rest.

Wyrm Sage (Level 14)

At 14th level, you have completed your training under your dragon mentors. You have defied the slander that you were a dragon slave, and instead have formed a strong bond with dragon kind. With their tutelage you have learned new ways to utilize your magical talent, walking in the footsteps of legendary figures like Lina Inverse the Slayer. When you cast a cantrip that has a casting time of 1 action, you can cast it with 1 bonus action instead. If you do, you can still cast non-cantrip spells with your action during the current turn. Any cantrip cast in this way, or attack made while casting that cantrip or as part of that cantrip's effects, deals half damage and cannot grant you resistance to damage.