Who Am I?
Hi! I'm Fouren, a veteran DM from Mexico. I've played and dmed for games like Call of Cthuluh (7th ed only) and many different gamelines of World of Darkness and Chronicles of Darkness (my favorites being Changeling, both dreaming and lost, Vampire Masquerade and Requiem, Geist, Wraith and Mage the Awakening).
I've been playing and DMing DnD 5e for almost 3 years now, and i've fell in love with the edition and the facility to create homebrew content. I'm not an expert on homebrewing classes or subclasses, so, i come to you guys sharing my creations and looking for some feedback.
If you guys enjoy it, i will be uploading other subclasses, as well as more than 200 spells that i allow at my current tables.
Enjoy my content, and please, leave your feedback!
Wizard
Wonder workers and mythical casters, wizards are the swiss knife of spellcasters, having a really enormous spell list, they are able to aid any group, as their spell book is almost always equipped with the correct (or most closely accurate) tool for the occasion.
Proficiencies
- Armor: None.
- Weapons: Club, Dagger, Knife, Quarterstaff, Dart, Sling, Light Crossbow.
- Tools: None.
- Saving Throws: Intelligence, Wisdom.
- Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a dagger
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) an explorer's pack
- A spellbook
Expanded Spell List
Wizards add to their spell list all Dunamancy spells from EGtW.
Subclasses
Wizard classical schools are focused in a single school of magic, making them to excel at it like no other subclass in the entire game. Alas, one particular wizard school is pretty lame.
School of Transmutation
Transmuters have always represented a niche for a playstyle: the spellcaster capable of wielding arcane magic, transforming his body and the objects around him to hinder their enemies, while polymorphing them into useless critters. The present work gives the school of transmutation a nice rework. Adhering to the subclass' flavor, the following text replaces the subclass' entry in the PHB.
Transmutation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved.
Lesser Transmutation
Starting at 2nd level when you select this school, you can control matter with ease and mastery.
You learn one cantrip from the following: Control Flames, Gust, Mold Earth or Shape Water. You learn one additional cantrip from this list at 6th, 10th and 14th wizard level. These cantrips don't count towards the total number of cantrips you know.
These cantrips can be used by you as damaging cantrips. When you provoke one effect from the cantrip's possibilities, you can make a spell attack against the target, dealing 1d8 damage (Fire for control flames, bludgeoning for mold earth and gust, and bludgeoning or cold for shape water).
The damage of these cantrips increases normally as other cantrips, to 2d8 at 5th level, 3d8 at 11th level and 4d8 at 17th level.
Transmuter's Stone
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
- 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
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 and without concentration.
When you do so, you can target only yourself, and can dismiss the spell as a bonus action.
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.
Also, while the spell remains active on you, you can retain your Charisma, Intelligence and Wisdom scores.
Master Transmuter
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.
- 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.
New Subclasses
Mortals on Abbeorht endured most of their history without access to arcane magic (except for the occasional sorcerer), but when they learned to use magic during the war of dragons, they soon became dangerous foes. Along the history, arcanists learned to practice their magic in different ways, creating dozens of arcane traditions on the process. Here are the arcane traditions available for character creation.
Arcane Tradition: Anchor Sniper
While wizards are dexterous in the way of arcane weaving, some have realized that magic sometimes isn't enough, so, many have decided to mix both martial training and magic. Some wizards have gone even further, learning to weave magic into their weapons, being able to channel their powerful spells trough them.
Arcane Shooter
Beginning when you select this school at 2nd level, you gain proficiency with all bows and crossbows, as well as with light armor.
Also, you can use your intelligence modifier when making ranged weapon attacks instead of your dexterity or strength modifier when using magical weapons (you still must met the required strength modifier to use a weapon).
Arcane Weapons
At 2nd level, you can imbue a bow or corssbow with powerful magic during a 1 hour ritual to make them magical anchors. It is considered magical for the purpose of overcoming resistance and invulnerability to non magical weapons. You can only have a single weapon imbued in this way, and if you imbue a new one, the first one loses ithis property.
Also, when you hit a creature with an imbued weapon, you add a +2 to your next spell attack roll against it before the ending of your next turn.
Mark of Tethering
Starting 6th level, you can mark those enemies that you hit with your ranged weapons. When you hit a creature with a ranged weapon attack made with an arcane weapon, you can mark it. While marked, you have advantage on ranged weapon attack rolls against the creature, and you ignore half and 3/4 cover against it with all ranged attacks. You can maintain concentration on this effect as if concentrating in a spell for up to 1 minute.
You can mark enemies a number of times equal to your intelligence modifier (minimum 1) and recover all expended uses when you finish a long rest.
Reflex Shooting
At 10th level, you've developed the ability to make quick shots. You can make a ranged weapon attack as a bonus action after casting a 1st or higher level wizard spell.
Dual Spell
Starting 14th level, you have mastered the ability to transmit your magic through your arcane anchors. Once per turn when you hit a creature marked by your Mark of Tethering feature with a ranged spell attack, you can repeat the attack roll against another creature within range originated from the first creature.
You can use this feature a number of times equal to your intelligence modifier (minimum 1), and recover all expended uses when you finish a long rest.
Arcane Tradition: Celestial Magic
The divine realms are always a mystery and fascination for mortals: their magical energy is usually associated with clergy and the gods, but there is a fraction of such magic related to the arcane. Those wizards that devote themselves to the study of celestial magic learn how to evoke the radiant magic that floods the upper realms, learning to enhance their allies, summon celestials and smite their enemies with light.
Character Restriction: Good Aligned
Celestial Savant
Beginning when you select this school at 2nd level, you have understood some basics of divine magic. You gain proficiency and expertise in the religion skill, and you learn how to read, write and speak celestial.
Also, you learn one cantrip of your choice from the cleric spell list. This counts as a wizard cantrip for you but doesn't counts towards the total number of cantrips you know.
Divine Magic
Starting 2nd level, you've learned how to channel divine magic through the arcane. Whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric spell of your choice. The spell must be of a level for which you have spell slots.
Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks.
If you ever lose your spellbook, you can copy all cleric spells you had in your previous spellbook into a new one after a 1 hour long ritual. These spells then are lost forever from the previous spellbook.
Celestial Purge
Starting 6th level, your magic begins to leak the protecting energy of the upper realms. When you hit an aberration, elemental, fey, fiend or undead creature with a spell attack, you can decide to deal radiant damage instead of the normal damage of the spell.
When you affect a creature with this feature, you can use a bonus action to force it to make a wisdom saving throw against your spell DC. On a failure, it is turned until the beginning of your next turn.
You can attempt to turn creatures a number of times equal to your intelligence modifier (minimum 1), and recover all expended uses when you finish a long rest.
Arcane Reconstitution
Starting 10th level, your magic has been now infused with divine energy. When you cast a wizard spell of 1st or higher level that targets a single friendly creature, the target recovers a number of hit points equal to your intelligence modifier (minimum 1) + the spell level.
Celestial Conjuration
At 14th level, you've studied enough to have learned how to summon celestials to aid you. You learn the conjure celestial spell if you don't already know it. When you cast it, the maximum CR of the celestial you can summon increases by 1.
Also, once between long rests, when you cast the Conjure Celestial spell, you recover hit points equal to a number of d6s equal to the spell slot level used in the spell.
Arcane Tradition: Chaos Magic
Chaos scarred the world during several centuries, changing forever the way magic is evoked and controlled by spellcasters. This chaos itself made magic harder to sustain, but some wizards soon realized that such power could be molded and unleashed upon their enemies. Chaos magic is a dangerous force, but those that venture in it's study and evocation soon found themselves wielding devastating magic in their hands (often at the expense of their own lives).
Character Restriction: Chaotic Aligned
Chaotic Learning
Beginning when you select this school at 2nd level, your study of chaos lets you learn additional spells with ease. The time needed to transcribe any wizard spell into your spellbook is halved.
As a result of your chaotic notes, your spellbook is hard to understand, and anyone trying to read a spell from it must succeed on an Arcana check against your spellcasting DC.
Wild Evoker
At 2nd level, you have learned to evoke "controlled" chaos into your spells. Whenever you cast a wizard spell of 1st or higher level, you can choose one of the following options:
- Deal a number of extra die of damage equal to half your proficiency bonus (rounded up).
- Double your proficiency bonus in the spell attack roll.
- Increase the DC of a spell by half your proficiency bonus (rounded down).
When you use this feature, you receive a number of d4s equal to the spell's level as force damage as chaos ravages your body. This damage cannot be reduced by any means.
You can use this feature a number of times equal to your intelligence modifier (minimum 1), and recover all expended uses when you finish a long rest.
Twisted Spells
At 6th level, you know how to alter your spells to provoke aberrant effects. When you cast a wizard spells of 1st or higher level that deals damage, you can roll 1d8 to change the damage it deals, as the following table.
d8 | Loot |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
d8 | Loot |
---|---|
5 | Lightning |
6 | Necrotic |
7 | Poison |
8 | Thunder |
Also, you learn the chaos bolt spell. It counts as a wizard spell for you. You always have it prepared and it doesn't count toward the total number of spells you can prepare.
Reckless Arcana
Starting 10th level, you can recklessly cast spells using the lingering chaos that your spells leave behind. When you use your action to cast a wizard spell of 1st or higher level, you can use your bonus action to cast any wizard cantrip you know.
You can use this feature a number of times equal to half your wizard level (rounded down), and recover all expended uses when you finish a long rest.
Chaos Rituals
Also at 10th level, your insight into chaos magic leaks into your comprehension of rituals.
Ritual spells you cast can have their cast time halved at the expense of doubling the material cost. You can also do the opposite, halving the price at the expense of doubling the cast time.
Entropic Feedback
Starting 14th level, you can draw energy from the chaotic strings of the existence. When you use your Wild Evoker feature, you recover 1 spell slot of a lower level than the used spell slot, up to 5th level.
Arcane Tradition: Demonology
Mortals know about fiends: horrible, twisted and vile cruel creatures, tempting mortals and preying on them. Many heroes have fought against them, but a small amount of arcanists have taken the task of studying and dominate them. Wizards that join the school of demonology learn how to summon, control and combat fiends. They are usually feared and not trusted, but when fiends are somehow involved, they are first to answer and investigate the events.
Lower Planes' Initiated
Beginning when you select this school at 2nd level, you learn how to read, write and speak both infernal and abyssal. Also, you gain proficiency in both the arcana and religion skills.
Finally, whenever you make a Charisma check while interacting with fiends, you add your Intelligence modifier (minimum 1) as a bonus to the roll.
Demonologist Spells
Starting 2nd level, you have discovered how to cast some strange spells, derived from both your dominion over fiendish magic and to better deal with them. Whenever you gain the indicated level, you also copy one of the following spells into your spellbook. You can only choose one of them.
Level | Spells |
---|---|
2nd | Find Familiar / Hellish Rebuke |
3rd | Enthrall / Zone of Truth |
5th | Magic Circle / Summon Lesser Demons |
7th | Banishment / Summon Greater Demon |
9th | Infernal Calling / Planar Binding |
If a spell presented here isn't on the wizard spell list, it counts as a wizard spell for you nonetheless.
Also, you learn one additional wizard cantrip of your choice, and it doesn't count towards the total number of cantrips you know.
Fiendish Rebuke
Starting 6th level, you now are able to exercise direct influence on fiends. Yo gain the following features.
- Bind. As an action, you can spend a spell slot of 3rd or higher level to target a fiend that can both see and hear you that has a CR up to your wizard level, forcing it to make a wisdom saving throw against your spell DC. On a failure, the creature is stunned. The creature has disadvantage on it's save if you know it's true name. You must keep concentration on this effect for 1 minute, and the fiend must repeat it's saving throw on each turn. If it receives damage, it gains advantage on it's saving throw. If the demon fails all it's saving throws, the fiend is dominated, and must obey you on any order you give except those that attempt against it's own integrity. The fiend can then repeat it's save every 24 hours, being released on a success.
The DC of the fiend's saving throws increases by 1 by each two spell slot levels above 3rd.
You can only have a single fiend binded in this way, and if you attempt to bind another, the first one is released.
- Harm. You can spend a spell slot of 1st or higher level to inflict 4d8 psychic damage to any fiend you can see within 60 feet from you. It makes a wisdom saving throw against your spell DC, receiving half damage on a success. The damage increases by 1d8 per spell slot level above 1st.
Fiendish Concentration
At 10th level, your mind can be kept centered on your fiendish summonings. You can add your intelligence modifier (minimum 1) to any concentration check you make, and have advantage on concentration checks when concentrating in conjuration spells summoning fiends.
Master Demonologist
Starting 14th level, you now are able to summon truly terrible fiends with unequal ease. Whenever you summon demons using your Infernal Calling spell, the maximum CR of the fiend you can summon increases by an amount equal to half your intelligence modifier (rounded up) (minimum 1).
Arcane Tradition: Eldritch Occultism
Some wizards are drawn to strange lore and forbidden knowledge, not to use it against others, but to understand it and protect themselves against the lingering madness that surrounds us. These strange wizards study tirelessly, and as they gain more and more insight into the matter, they harden their minds, becoming impervious to the mind-shattering effects that produce the unspeakable truths of the cosmos.
Occult Researcher
Beginning when you select this school at 2nd level, you have opened your mind to the endless possibilities of magic after peering in the far realm. Whenever you gain a new level in the wizard class, you can choose to learn any spell from the warlock spell list. These spells count as wizard spells for you. If you find a scroll containing a warlock spell, you can copy it to your spellbook.
Also, you gain proficiency in the Arcana skill, and you learn how to read, write and speak Deep Speech. If you already know it, you then can learn any other exotic language of your choice.
Unsettling Magic
Starting 2nd level, your spells become infused with an unsettling arcane energy. When you hit or affect a creature with a wizard spell of 1st or higher level, you can use your bonus action to affect it's mind, forcing it to make a wisdom saving throw against your spell DC. On a failure, the creature gets disadvantage on it's first attack roll, skill check or saving throw made before the beginning of your next turn. Aberrations and creatures immune to the frightened condition automatically succeed on their saves.
Awakened Mind
Starting 6th level, your mind has been exposed to the eldritch nature of the occult. You gain the ability to communicate telepathically to any creature you can see within 30 feet from you. The creature can understand you even if it doesn't share a language with you, but it must know at least one language.
Also, you gain advantage on saving throws against the frightened condition and resistance to psychic damage.
Mind-Breaking Spells
At 10th level, you are well versed in the occult and arcane ways. On your turn, when a creature fails a Charisma, Intelligence or Wisdom saving throw against one of your wizard spells, you can use a bonus action to expend 1 spell slot of 1st or higher level to immediately inflict 2d6 psychic damage against it.
The damage increases by 1d6 per spell slot level above 1st.
Ineffable Truth
At 14th level, you have understood many truths and facts of the universe, and can use such maddening information to whisper it in the minds of others. As an action, you can target a creature you can see within 30 feet from you. You spend 1 Spell slot of 1st or higher level, forcing the target to make an intelligence saving throw against your spell DC. On a failure, the creature receives 5d6 psychic damage and falls unconscious. On a success, it receives only half damage and isn't unconscious. The creature recovers consciousness if it receives damage or is forced to make a saving throw.
The damage increases by 2d6 per each spell slot level above 1st.
You can use this feature once, and recover the ability to do so when you finish a long rest.
Arcane Tradition: Familiar Trainer
Familiars are a common addition to any wizard's arsenal, as they are very useful and make good companions, requiring technically no sustenance after being summoned. Despite this, familiars are fragile, and can sometimes lack usefulness for some powerful wizards. Taking this in account, some wizards use their knowledge and arcane abilities to enhance their familiars, making them powerful magical creatures capable of helping their masters and fighting by their side.
Arcane Tamer
Beginning when you select this school at 2nd level, you gain proficiency in two of the following skills of your choice: animal handling, arcana and nature.
Greater Familiar
At 2nd level, you learn how to summon better familiars. You add the Find Familiar spell if you don't already have it in your spellbook.
The time required to cast this spell is reduced to 10 minutes for you. When you cast the find familiar spell, your familiar is stronger than those of other wizards. It gains the following traits:
- It has a number of hit points equal to 3 or 4 times your wizard level (3 times if tiny or 4 times if small), and has a number of hit dice equal to your wizard level: d4s if it's tiny, or d6s if it's small.
- It adds your proficiency bonus as a bonus to it's AC and any saving throw it makes.
- It uses your proficiency bonus on any skill it has proficiency.
- It has an intelligence score of 10 + your proficiency bonus, and can speak in a language of your choice that you know.
- It can take the attack action on it's turn. It's damage equals 1d6 (if it's small) or 1d4 (if it's tiny) + your intelligence modifier, and uses your spell attack modifier to hit.
- You can bring back and temporarily dismiss your familiar as a bonus action.
- You can communicate telepatically with your familiar up to 1 mile.
Improved Greater Familiar
Starting 6th level, you can now grant your familiar special abilities when you summon it.
When you cast the find familiar spell, you can choose to grant your familiar with one of the following abilities.
- Blink (Fey only). Your familiar gains the ability to teleport up to 30 feet on it's turn as a bonus action.
- Devil's Sight (Fiend only). Your familiar gains darkvision up to 120 feet and can see in magical darkness.
- Enlargement. Your familiar's size increases by 1, from tiny to small or small to medium. If medium, it's Hit Points maximum becomes 5 times your wizard level, and it's damage die and hit die size increases to 1d8.
- Healing Touch (Celestial Only). As an action, your familiar can touch a creature and make it regain a number of hit points equal to half your wizard level (rounded up) + your intelligence modifier (minimum 1). It can use this feature a number of times equal to your proficiency bonus, and recover expended uses when it finishes a long rest.
- Invisibility. Your familiar can become invisible as an action.
- Resistance. Your familiar gains resistance to all damage but force, psychic and radiant damage.
- Thrash. Whenever your familiar takes the attack action, it can attack twice on it's turn.
Mystical Bond
At 10th level, you and your familiar have an improved bond. Whenever you receive damage, you can use your reaction to instead magically channel all the received damage to your familiar. If your familiar is reduced to 0 hit points as result of this feature, you receive the remaining damage, if any.
Also, whenever you cast a wizard spell, you can chose to have it originated from your familiar instead of you.
Dual Familiars
Starting 14th level, your understanding of familiars is complete. Thus, you can now have 2 familiars at the same time. You can only summon a single familiar per each use of the Find Familiar spell, and can choose different improvements for each familiar.
Arcane Tradition: Haemomancy
Blood, the fuel that grants mortals life, holds a powerful latent energy that has fascinated mortals over history. Countless creatures use it to enhance themselves, and these very creatures have inspired some wizards to search for a way to control and use such latent energy. Trough suffering and experimentation, these wizards practice the forbidden art of blood magic, being able to enhance their bodies and spells trough the use of their own blood.
Blood Savant
Beginning when you select this school at 2nd level, you have acquired some insight into the nature of blood. You gain proficiency and expertise in the medicine skill.
Also, whenever you use your Arcane Recovery feature, you also regain a number of hit dice equal to your proficiency bonus, and recover hit points equal to your wizard level + your intelligence modifier (minimum 1).
Body Mastery
Starting 2nd level, you have dominated the first step to blood magic mastery: Self blood control. You gain the following advantages.
- Your hit point maximum increases by 2. From now on, every time you gain a new level in the wizard class, your hit points maximum increases by 1.
- You have resistance to poison damage.
- You have advantage on saving throws against diseases and poisons.
Hematurgy
Starting 6th level, you now can cast spells sacrificing your own vital force. When you cast a wizard spell of 1st or higher level, you can instead decide to cast it using your hit dice. The amount of hit dice required equals the spell level.
When you cast a spell using this feature, you receive a number of d6 as necrotic damage equal to the casted spell's level. This damage cannot be reduced.
Blood Shielding
At 10th level, you can use your spilt blood to protect yourself. After receiving non psychic damage, you can use your reaction to weave a shield of blood around you. You gain temporary hit points equal to half the amount of damage taken, up to your wizard level (rounded up) + your intelligence modifier.
Blood Mastery
At 14th level, you can now fully control your body through your mastery of blood magic. You can now add half your intelligence modifier (minimum 1, rounded up) as a bonus to any constitution, dexterity or strength saving throw.
Arcane Tradition: Hedge Magic
While most people know wizards because of their wonderful magics and their quasi-divine capabilities, some wizards prefer the subtle but unerring simplicity of lower magics. These wizards are known as hedge magicians or hedge wizards, and focus on low level magic and cantrips during their study of the arcane. Many wizards take them as weak will-workers, but in fact, these wizards are capable of exploiting such magic as well as them, surprising those that understimate them most often than not.
Fundamental Spells Savant
Beginning when you select this school at 2nd level, you have devoted yourself to the study of basic and fundamental magic. You learn the druidcraft, prestidigitation and thaumaturgy cantrips, which count as wizard cantrips for you but doesn't count towards the total number of cantrips you know.
Also, you can consider some magics to be "fundamental spells", according to your level of magical understanding.
You take only half time to copy spells of 1st level to your spellbook. This benefit extends to other spell levels as you gain levels in the wizard class. You consider "fundamental spells" spells of 2nd level at 6th wizard level, spells of 3rd level at 10th wizard level and spells of 4th level at 14th wizard level.
Cantrip Specialist
Starting 2nd level, you understand cantrips as no other wizard has ever done. You add your intelligence modifier (minimum 1) to any wizard cantrip damage roll.
On The Fly
Starting 6th level, you can replace your cantrips with ease. Whenever you finish a long rest, you can change one wizard cantrip you know (except those granted by your Fundamental Spells Savant) by other of your choice.
Also, when you finish a short rest, you can choose to change a number of fundamental spells that you have prepared up to your intelligence modifier (minimum 1) with other fundamental spells from your spell book. Once you do so, you cannot do it again until you finish a short or long rest.
Improvisation
Starting 10th level, your understanding of magic differs too much from that of other wizards (and this sometimes unsettles them). Whenever you cast a wizard spell that has a priced material component, the price is halved for you.
Fundamental Evocation
At 14th level, the way you weave spells make them more reliable than those casted by other wizards. You can cast any fundamental spell from your spellbook without using a spell slot, even if you don't have it prepared.
You can do this once, and recover the ability to do so when you finish a short or long rest.
Arcane Tradition: Mounted Arcanist
While wizards are usually associated with robes and libraries, there are some that join the ranks of armies as soldiers. Many of them follow the common ways of battlemagic, but some look upon the ways of cavalry, learning to summon magical mounts that carry them as lightning through battlefields. Few of these wizards exist, but those that have joined this select arcane tradition often become legends.
Rider Training
Beginning when you select this school at 2nd level, you have trained enough on mounts and beasts to have learned some knacks about it. You gain proficiency in the animal handling skill, as well as a speciality of your choice in it.
Also, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Summoned Steed
Starting 2nd level, you can weave conjuration magic to summon a loyal creature to serve as a steed for you.
After a 1 hour long ritual, you summon a large creature with the form of your liking. The creature has the celestial, fey or fiend type (your choice). It is loyal to you and friendly to any creature you design (but it must be able to move on land), and understands all languages you know but cannot speak.
Your summoned steed has hit dice, and can expend them as any other creature during a short rest. If it dies, it instantly vanishes into thin smoke, and you immediately fall if you're mounted on it.
Your Summoned steed moves on your initiative count, but can only take the dodge action, unless you use a bonus action to command it to take the attack, dash, disengage, help or hide actions. It must be able to both see and hear you within 120 feet of it for you to be able to command it. it also adds your proficiency bonus to any saving throw it makes. You can banish your summon to a pocket dimension as an action, and can summon it back as an action. The summoned steed uses the following statblock.
Summoned Steed
Large Celestial, Fey or Fiend, Alignment Same as it's Raider
- Armor Class 12 + your proficiency bonus
- Hit Points 6 + six times your wizard level (the beast has a number of Hit Dice [d10s] equal to your wizard level)
- Speed 40 feet
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 16 (+3) 6 (-2) 10 (0) 6 (-2)
- Saving Throws Charisma, Constitution
- Senses darkvision 120 feet.
- Languages Understands the languages of its raider, but cannot speak.
Actions
Maul: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + your intelligence modifier slashing damage.
Amphibious Steed
Starting 6th level, your summoned steed gains a swimming speed of 40 feet, and is able to breath both air and water. It must have an adequate form to be able to swim.
Magical Bond
Starting 6th level, you and your summoned steed share a strong magical connection. You can communicate with your summoned steed up to 1 mile of distance, and you can command it as a bonus action telepathically.
Also, whenever you cast a wizard spell that targets you or your mount, it also targets the other one.
Flying Beast
Starting 10th level, your summoned steed now gains flying speed of 40 feet. It must have an adequate form to be able to fly.
Magical Rider
At 10th level, the steeds you summon now feel as an extension of yourself. Whenever you make a saving throw while you're mounted on your summoned steed, you can use your reaction to add your intelligence modifier to it.
Also, when your summoned beast takes the dodge action, it's effects applies also to you if you're riding it.
Archrider
Starting 14th level, you can use the magical essence of your summoned steed as a way to empower your spells. Whenever you cast a wizard spell of 1st or higher level while you're mounted, you can decide to increase it's DC by 1 or roll 1 additional die of damage.
Also, the land speed, the swimming speed and the flying speed of your mount become 50 feet each.
Arcane Tradition: Order of Silence
Magicians, will-workers, spellsingers, among others are common names for wizards. They are known for their magical and arcane capabilities, but there is a peculiar order, a strange arcane tradition that was created long ago to strip other wizards from their powers.
The order of silence trains wizards specialized in disrupting spells (hence their common name of "disruptors"), learning ways to use their magic to suppress the spells of others, being feared and hated as enemies by other spellcasters.
Antimagic Savant
Beginning when you select this school at 2nd level, you have been trained in the ways of the silencers, learning the first step towards it: recognition. You gain proficiency in the arcana skill.
Also, you add the detect magic spell to your spellbook for free if you don't already have it. It is always prepared and doesn't count towards the total number spells you have prepared.
You can cast this spell without using a spell slot a number of times equal to your intelligence modifier (minimmum 1), and recover expended uses when you finish a long rest.
Protective Shield
Starting 2nd level, you have learned to weave arcane energy to protect yourself against spellcasters. As a reaction, whenever you're targeted by a spell that you can both hear and see being casted, you can weave a antimagic field around you, giving you advantage on your saving throw against it or halving the damage received by the spell (your choice).
You can use this feature a number of times equal to your intelligence modifier (minimum 1), and recover all expended uses when you finish a long rest.
Countermagic
At 6th level, your study of disruptive magic grants you the ability to render enemy spellcasters uselss. You add the dispel magic and counterspell spells to your spellbook for free, provided you do not already have them. You always have these spells prepared and they don’t count against the number of spells you have prepared.
Also, whenever you cast dispel magic or counterspell, you add your proficiency bonus to the spellcasting ability check made to disrupt the spell.
Disruptive Field
Starting 10th level, you learn how to produce an area of disruptive magic around you using your own arcane energy.
As an action, you can decide to expend a 3rd or higher level spell slot. You create an area of disruptive magic with an area of 30 feet centered on you. Creatures on the area have disadvantage on spell attack rolls and advantage on all saving throws against spells. You can maintain concentration on the effect as if concentrating on a spell for up to 1 minute.
As an option, you can designate a number of creatures equal to half the spell slot level used (rounded up) to be unaffected by this field when you create it.
You can use this feature twice, and recover all expended charges when you finish a long rest.
Magical Resistance
Starting 14th level, you have imbued your body with enough magic to become partially immune to it. Now, you add your proficiency bonus to all saving throws against spells and magical effects, even if you are not proficient in the saving throw.
Additionally, when you are concentrating on a spell and fail a Constitution saving throw to maintain it, your spell remains active until the start of your next turn instead of ending immediately.
Arcane Tradition: Rune Scriber
Runes are powerful tools: they were designed as a way to hold powerful magical energy, and wizards soon realized the potential that such runes held within them. While almost all wizards use runes in their arcane and magical practices, there are some that use them as their main tool: marking their skins with runes, these wizards are their own spellbooks, their own conduits and their own arcane foci. Some of the most powerful wizards of Abbeorht history have walked the runic path.
Runic Wizard
Beginning when you select this school at 2nd level, you can now infuse runes into your body. You gain proficiency with calligrapher's supplies. Using them, you can tattoo wizard spells into your body. If you do so, the time for transcribing a spell into your body is doubled.
You can have a total level of wizard spells in your body equal to your wizard level + your intelligence modifier. By example if, you're a 3rd level wizard with a score of 16 on intelligence, You can have up to 6 levels of wizard spells tattooed on your body.
You can erase one of them from your body during a long rest. Spells tattooed on your body always count as prepared, but don't count towards the total number of spells you have prepared.
Runic Skin
Starting 2nd level, you gain the ability to infuse your body with the spells inscribed in it. You gain the following advantages:
- Your AC is calculated as 10 + your dexterity modifier + the higher level spell tattooed on your body.
- Everytime you cast a tattooed spell, you gain temporary hit points equal to twice the spell's level.
- You can use your own skin as a spellcasting focus for your tattooed spells while you're not wearing armor nor shields if you have the tattoo exposed.
Runic Infusions
At 6th level, your ability to imbue yourself with runes can be applied to objects. During a long rest, you can use your calligrapher's tools to magically imbue an object with a rune that grants it with a special ability. When you imbue an object, choose one from the following options.
- Abjuration. The imbued object grants it's wearer a bonus of +1 to it's AC.
- Conjuration. This object grants it's wearer the ability to teleport to any unoccupied space within 30 feet that it can see. The user can do so a number of times equal to the wizard's proficiency bonus, and recover all expended charges when the wearer finishes a long rest.
- Divination. It grants it's wielder a +1 to attack rolls.
- Enchantment. The item grants it's wielder the option to add the wizard's intelligence modifier to any Charisma check it makes against another creature. The wearer can use this effect a number of times equal to the wizard's intelligence modifier, and recover expended charges when the wearer finishes a long rest.
- Evocation. When inscribing a weapon, the wielder can deal additional damage equal to 1d6 when hitting with it. The damage can be acid, cold, fire, lightning, poison or thunder (the creature's choice).
The user can use this ability a number of times equal to the wizard's intelligence modifier (minimum 1), and recover all expended uses when the wearer finishes a long rest.
The damage increases as you gain more wizard levels. It increases to 2d6 at 10th level, and 3d6 at 14th level.
- Illusion. This item grants it's wearer the ability to cast the Disguise self spell a number of times equal to half the wizard's proficiency bonus (rounded up). It recovers all charges when the wearer finishes a long rest.
- Necromancy. This item grants it's wearer advantage on death saving throws.
- Transmutation. This item grants it's wearer a bonus to it's land speed equal to 10 feet.
All these items require attunement, and a creature can only have a single from this items attuned to it.
You can create a number of items equal to your proficiency bonus. Creating a new one over the limit you can, immediately causes the older one to lose it's magical enhancement.
Rune-Infused Flesh
Starting 10th level, your body has enough runic magic stored inside to grant you a much higher resistance. You gain proficiency in Constitution saving throws.
Spell Surge
Starting 14th level, the runes in your body allow you a swift spellcasting. When you cast a tattooed spell of 2nd or higher level, you can decide to cast a tattooed spell of a lower level up to 5th level as a bonus action.
You can use this feature once, and recover the ability to do so when you finish a short or long rest.
Arcane Tradition: White Necromancy
The manipulation of souls and corpses is an usually forbidden and feared practice: being able to control the fragility of mortality is a power that few should have, and most often than not has been used by evil wizards and magicians to terrorize mortals. All wizards acknowledge the power and utility of necromancy, but few dare to follow such path. Some of them, however, have developed a respectful way to meddle with souls and corpses. They are still feared, but slowly they have earned a better reputation, as they deal with the forces of both life and death.
Character Restriction: Non-Evil Aligned
Life and Death Savant
Beginning when you select this school at 2nd level, you gain the ability to cast necromancy spells without harming the souls you manipulate. The time and cost of necromancy spells you copy into your spellbook is halved. Whenever you gain a wizard level, you can replace on of the spells you learn for any necromancy spell from the cleric spell list. These spells count as wizard spells for you.
You also gain proficiency and expertise in the Medicine skills if you don’t already have it.
Finally, you learn the spare the dying cantrip, which is a wizard cantrip for you and doesn’t count against the number of wizard cantrips you know.
Rebuke Death
Also at 2nd level, you can use an action to heal a creature you can touch. The creature regains hit points equal to your Intelligence modifier (minimum 1) + half your wizard level (rounded up). This feature can restore a creature to no more than half its hit point maximum. Once a creature has regained hit points from this feature, it can’t do so again until it finishes a long rest.
You can use this feature a number of times equal to your intelligence modifier (minimum 1) and recover all expended uses when you finish a long rest.
Benevolent Necromancy
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, it's 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.
- You can use your Rebuke Death feature on your animated undeads without spending a charge from such feature (applying the once per long rest and maximum half hit points restrictions).
- 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 10 + 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 during it's service. On a failed check, or if you choose not to maintain control, the undead creature immediately crumbles to dust.
This effect applies to any necromancy spell you cast that animates an undead creature.
Willing Souls
Starting 10th level, you can now use easily necromantic magic, as the souls you use are more willing to be used by you. Once between long rests, when you cast a necromancy spell you regain one expended spell slot of lower level, up to 5th level.
Aura of Death Warding
Beginning 14th level, your benevolence while dealing with undead now makes you emit an aura of protection. Creatures within 30 feet from you have resistance to necrotic damage, and cannot have their hit point maximum reduced.
Arcane Tradition: Witchcraft
Common mortals are aware of the power of wizards: they are seen with awe by them, and they are quickly classified by others as "good wizards" or "evil wizards", depending on their practices. Many are quickly classified as witches and warlocks, laying curses and suffering to others. While these wizards aren't always evil, their practices are hardy "good", and their inclusion of herbs and poisons to their magical practice make them really terrible foes.
Witch Lore
Beginning when you select this school at 2nd level, you have studied enough to dominate the basics of witchcraft. You gain proficiency with alchemist supplies and poisoner's supplies.
Whenever you craft a poison or potion with any of these tools, you reduce the needed time by half.
Hex Slinger
Starting 2nd level, you can now curse those to dare provoke your wrath. You add the hex spell to your spellbook, and it counts as a wizard spell for you. Whenever you cast the hex spell, it doesn't require concentration for you, with a duration of 1 minute, but you can only have a single creature hexed at a time. If you hex a new creature, the spell is ended.
You can cast the hex spell once between long rests without spending a spell slot.
Curse Weaver
Starting 6th level, you add the Bestow curse and Remove curse spells to your spellbook if you don't already have them. Their casting range increases to 30 feet for you.
If you have a body part of a creature (such as a nail, an ounce of blood or a handful of hair), you can cast bestow curse as a 1 hour long ritual on such creature with a range of infinite, as long as you both are on the same plane of existence. If you do so, you consume the body part, and the spell doesn't require concentration. It's duration increases to 1 hour on a 3rd level spell slot, to 8 hours with a 4th level spell slot, to 24 hours with a 5th level spell slot, and indefinite with a 6th or higher spell slot level.
Bottled Magic
Also at 6th level, you have learned enough about magic and alchemy to be able to make concoctions imbued with them.
You can imbue any wizard spell from your spellbook into an alchemical potion. The spell must target only a single creature and cannot require concentration.
To do so, you must spend a spell slot and a number of hours of work equal to the desired spell level. The potion remains viable for a number of days equal to twice your wizard level, and during that time, you cannot recover that spell slot. During that time, the spell will automatically activate when a creature drinks it, or if the content of the potion is splashed over a creature.
You can decide to extract the magic from the potion as a bonus action holding the potion on your hand, immediately recovering the spell slot imbued on it.
You can have a number of potions equal to your intelligence modifier (minimum 1), and if you craft a new one, the older one instantly loses it's magic.
Jinxed!
Starting 10th level, your hex and curses are so potent that are almost impossible to remove without magic. Whenever a creature attempts to remove a curse or spell applied by you to a creature with a spell of lower level than your spell, the caster must succeed on an ability check using it's spellcasting ability. The DC equals your spell DC. On a fail, the creature receives psychic damage equal to your wizard level + your intelligence modifier (minimum 1).
Curse Master
At 14th level, your dominion over curses and hexes is complete. When you target a creature affected by a Bestow curse spell put by you, it gets disadvantage on saving throws against your spells.
Wizards
of
Abbeorht
This is the first of many posts that i will share in the following weeks and months.
I enjoy creating homebrew content for my players, and i will love to have you guys leaving your feedback.
If you want to know more about my work, you can check out my reddit profile, or directly dm me.
Image Credits
- Transmuter Wizard. Chase Stone. https://wizardofthetavern.com/wp-content/uploads/2020/04/transmute-1.jpg
- Anchor Sniper. Unknown. https://1.bp.blogspot.com/-224x3XUpjTw/WlxGxnz6irI/AAAAAAAABJs/3Zlp4KbhxaAoQEoWvod5Jvx0O0LBZe1qQCLcBGAs/s640/Psionic%2BArcher.jpg
- Celestial Wizard. White Mage FFXV. https://i.pinimg.com/originals/05/1d/a8/051da84e208ef6bbae83bf9ad06d665a.jpg
- Chaos Wizard. ALex Boca. https://cdnb.artstation.com/p/assets/images/images/019/097/719/large/mathias-plank-mage.jpg?1562011515
- Demonologist. Frank Frazetta. https://64.media.tumblr.com/6a1037f537dfc454020c1c5855614a6e/tumblr_n4vdk8bdCt1sqf5tdo1_500.jpg
- Eldritch Wizard. Cassidy Cook. https://i.pinimg.com/originals/d3/f2/18/d3f218c71f9c55358ea99afd99b55175.jpg
- Familiar Trainer. Unknown (Possible from a source named Fibble's Fantastic Familiars). https://i1.wp.com/nerdarchy.com/wp-content/uploads/2020/02/fibbles-fantastic-familiars-share.jpg?fit=612%2C816
- Blood Wizard. Ertac Altinoz. https://i.pinimg.com/564x/e0/74/71/e0747103fd809e889fca998634ef583a.jpg
- Hedge Wizard. Robson Michel. https://i0.wp.com/nerdarchy.com/wp-content/uploads/2020/01/presto-scaled.jpg?fit=1649%2C2560&ssl=1
- Mounted Wizard. Unkown. https://i.pinimg.com/originals/45/fb/8c/45fb8cd8b962768b5e303da3bf993a3b.jpg
- Silencer Wizard. Silence, MTG TCG. https://cdn.cardsrealm.com/images/cartas/gk2-rna-guild-kit/en/crop-med/render-silent-18.jpeg?2210
- Rune Wizard. Sara Badday. https://i.pinimg.com/736x/a1/14/b7/a114b7a1b0dc0d44f34cfbb0c8c79c71.jpg
- White Necromancer. Jana Cruz (Artzombi3). https://s3.amazonaws.com/sky2/builds/411927/2537.jpg
- Witch. Andreea Cernestean. https://i.pinimg.com/originals/a5/f1/1c/a5f11c5e702bde78982847a82bbcfff7.jpg