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Wizard, the Bamstacks Variant
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Class Table
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Class Features
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Starting Stats and Equipment
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Wizard Multiclassing, Spellcasting
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Spellbook
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Arcane Recovery, Arcane Tradition
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Ability Score Improvement, Spell Mastery, Archmage
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Arcane Traditions
](#p8) The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study. The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
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Abjuration
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Bladesinging
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Conjuration
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Chronurgy
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Divination
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Enchantment
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Evocation
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Graviturgy
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Hemomancy
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Illusion
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Lore Mastery
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Necromancy
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Scribes
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Transmutation
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War Magic
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Wizard Spell List
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Credits
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Changelog
](#p28) > ##### Other Changes > This variant is intended to go along with the other changes, like class proficiency bonuses, detailed [here](https://www.gmbinder.com/share/-McBTbLC3r_w9UzM-SDO).
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# The Wizard Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers. Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left. Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
##### The Wizard | Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | - | - | - | - | - | - | - | - | | 2nd | +2 | Arcane Tradition | 3 | 3 | - | - | - | - | - | - | - | - | | 3rd | +2 | — | 3 | 4 | 2 | - | - | - | - | - | - | - | | 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - | | 5th | +3 | — | 4 | 4 | 3 | 2 | - | - | - | - | - | - | | 6th | +3 | Arcane Tradition Feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - | | 7th | +3 | — | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - | | 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - | | 9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | | 10th | +4 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | | 11th | +4 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | | 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | | 13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | | 14th | +5 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | | 15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | | 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | | 17th | +6 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Archmage | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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### Creating a Wizard Creating a wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic? What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other wizard? Perhaps you're simply eager to put your newfound magical skills to the test in the face of danger. #### Quick Build You can make a wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to join the School of Enchantment, make Charisma your next-best score. Second, choose the sage background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep. ## Class Features As a wizard, you gain the following class features. #### Hit Points - **Hit Dice:** 1d6 per wizard level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per wizard level after 1st #### Proficiencies - **Armor:** None - **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows - **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 Alternatively, you can roll 4d4 x 10 gp and buy your starting equipment. ### Wizard Multiclassing Wizards follow all the normal rules for multiclassing. The following tables function as additions to the normal multiclassing rules. ***Ability Score Minimum.*** As a multiclass character, you must have at least an Intelligence score of 15 to take a level in this class, or to take a level in another class if you are already a wizard. ***Spell Slots.*** Add all your levels in the wizard class to the appropriate levels from other classes to determine your available spell slots. ***Wizard Proficiency Bonus.*** When multiclassed, any wizard class feature that refers to your wizard proficiency bonus refers to what your proficiency bonus would be if only taking your wizard levels into account. If not multiclassed, this value will equal your regular proficiency bonus. Refer to the Wizard Class Table in the Proficiency Bonus column for your wizard level for what your wizard proficiency bonus is. ### Spellcasting *1st-level Wizard feature*
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the wizard spell list. #### Cantrips You know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Whenever you finish a long rest, you can replace one wizard cantrip you know with another from the wizard spell list. \pagebreakNum
\columnbreak #### Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips,
which are fixed in your mind.
##### Spellbook The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. **Copying a Spell into the Book**. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. **Replacing the Book.** You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and 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 spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. **The Book’s Appearance**. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
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#### Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell *Magic Missile*, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
#### Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. #### Spellcasting Focus You can use an arcane focus or your spellbook as a spellcasting focus for your wizard spells. #### Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). \pagebreakNum
\columnbreak ### Arcane Recovery *1st-level Wizard feature*
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. ### Arcane Tradition *2nd-level Wizard feature*
You choose an arcane tradition, shaping your practice of magic through one of eight schools detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. If a feature granted by an arcane tradition calls for a saving throw, it uses your wizard spell save DC unless specified otherwise. ### Ability Score Improvement *4th-level Wizard feature*
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, you can increase two ability scores of your choice by 1, or you can take a feat. As normal, you can’t increase an ability score above 20 using this feature. ### Spell Mastery *18th-level Wizard feature*
You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You always have these spells prepared, and you can cast those spells At-Will. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels. ### Archmage *20th-level Wizard feature*
Your ability to weave magic to suit your whim becomes unparalleled. You may cast a wizard spell of 1st through 5th level even if it is not prepared, whether or not it appears in your spellbook as long as you have the spell slot to do so. You must provide the components of the spell as normal. 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. \pagebreakNum
### School of Abjuration The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed. #### Abjuration Savant *2nd-level Abjuration feature*
Choose one Abjuration spell of 1st level from the Wizard spell list, and add it to your spellbook for free. Whenever you gain access to a new level of spell slots in this class, you can add one Abjuration spell from the Wizard spell list of a level you can cast as a wizard to your spellbook for free. You can also prepare a number of Abjuration spells that don’t count against your number of spells you can prepare each day equal to half your wizard level, rounded down. You may also use a Magic Action to change a prepared Abjuration spell for another spell of the Abjuration school in your spellbook. Once you use this feature, you may not do so again until you finish a Long Rest. \columnbreak
#### Arcane Ward *2nd-level Abjuration feature*
You can weave magic around yourself for protection. When you cast an Abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a Long Rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an Abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can’t create it again until you finish a Long Rest. #### Projected Ward *6th-level Abjuration feature*
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 *10th-level Abjuration feature*
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 *14th-level Abjuration feature*
You have Advantage on saving throws against spells, and you have resistance against the damage of spells. \pagebreakNum
### School of Bladesinging Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade. \columnbreak #### Training in War and Song *2nd-level Bladesinger feature*
You gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don’t already have it. #### Bladesong *2nd-level Bladesinger feature*
You can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a Bonus Action to start the Bladesong, which lasts for 1 minute. It ends early if you are Incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: * You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1) * Your walking speed increases by 10 feet. * You have Advantage on Dexterity (Acrobatics) checks. * You gain a bonus to any Constitution saving throw you make to maintain your Concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your Wizard Proficiency Bonus, and you regain all expended uses of it when you finish a Long Rest. #### Extra Attack *6th-level Bladesinger feature*
You can attack twice, instead of once, whenever you take the Attack Action on your turn. Moreover, you can cast one of your cantrips with a casting time of 1 Action in place of one of those attacks. #### Song of Defense *10th-level Bladesinger feature*
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 ten times the spell slot's level. #### Song of Victory *14th-level Bladesinger feature*
You can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active. \pagebreakNum
### School of Conjuration As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant. #### Conjuration Savant *2nd-level Conjuration feature*
Choose one Conjuration spell of 1st level from the Wizard spell list, and add it to your spellbook for free. Whenever you gain access to a new level of spell slots in this class, you can add one Conjuration spell from the Wizard spell list of a level you can cast as a wizard to your spellbook for free. You can also prepare a number of Conjuration spells that don’t count against your number of spells you can prepare each day equal to half your wizard level, rounded down. You may also use a Magic Action to change a prepared Conjuration spell for another Conjuration spell in your spellbook. Once you use this feature, you may not do again until you finish a Long Rest. #### Improved Familiar *2nd-level Conjuration feature*
You add the *Find Familiar* spell to your spellbook, if it is not there already. If you already know the *Find Familiar* spell, you may choose another wizard conjuration spell of 1st level instead. *Find Familiar* becomes fixed in your mind, it is always prepared, and does not count against your daily spell preparation limit. If your familiar has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. If your familiar is about to take damage, you can dismiss your familiar immediately as a reaction, causing it to disappear. You may have it reappear as an action anywhere within 30 feet of you. You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. #### Benign Transposition *6th-level Conjuration feature*
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 or you cast a Conjuration spell of 1st level or higher. When you reach 14th level, the distance of the teleport increases to 60 feet. #### Focused Conjuration *10th-level Conjuration feature*
While you are Concentrating on a Conjuration spell, your Concentration can’t be broken as a result of taking damage. \columnbreak
#### Durable Summons *14th-level Conjuration feature*
Any creature that you summon or create with a Conjuration spell has temporary hit points equal to twice your wizard level, and its attacks deal extra damage of the attack's damage type on a hit equal to your Intelligence modifier. \pagebreakNum
### School of Chronurgy Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye. #### Chronal Shift *2nd-level Chronurgy feature*
You can magically exert limited control over the flow of time around a creature. As a Reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. You can use this ability twice, and you regain any expended use when you finish a Long Rest. #### Temporal Awareness *2nd-level Chronurgy feature*
You can add your Intelligence modifier to your initiative rolls. #### Momentary Stasis *6th-level Chronurgy feature*
As a Magic Action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw. 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. \columnbreak #### Arcane Abeyance *10th-level Chronurgy feature*
When you cast a spell with a casting time of 1 Action or Bonus Action 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, as long as the creature was not summoned by a spell, can use a Magic Action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and spell save DC, and the spell treats the creature who released it as the caster for all other purposes. Once you create a bead with this feature, you can't do so again until you finish a Short or Long Rest. #### Convergent Future *14th-level Chronurgy 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). You can use this feature once, regaining this use when you finish a Long Rest. If you use this feature again after you have no uses remaining, you gain Exhaustion (1) immediately after you use it. \pagebreakNum
### School of Divination The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight. #### Divination Savant *2nd-level Divination feature*
Choose one Divination spell of 1st level from the Wizard spell list, and add it to your spellbook for free. Whenever you gain access to a new level of spell slots in this class, you can add one Divination spell from the Wizard spell list of a level you can cast as a wizard to your spellbook for free. You can also prepare a number of Divination spells that don’t count against your number of spells you can prepare each day equal to half your wizard level, rounded down. You may also use a Magic Action to change a prepared Divination spell for another Divination spell in your spellbook. Once you use this feature, you may not do again until you finish a long rest. #### Portent *2nd-level Divination feature*
Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls. \columnbreak
#### Expert Divination *6th-level Divination feature*
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 *10th-level Divination feature*
You can use a Magic 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 Short or Long 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 *14th-level Divination feature*
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. \pagebreakNum
### School of Enchantment As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between. #### Enchantment Savant *2nd-level Enchantment feature*
Choose one Enchantment spell of 1st level from the Wizard spell list, and add it to your spellbook for free. Whenever you gain access to a new level of spell slots in this class, you can add one Enchantment spell from the Wizard spell list of a level you can cast as a wizard to your spellbook for free. You can also prepare a number of Enchantment spells that don’t count against your number of spells you can prepare each day equal to half your wizard level, rounded down. You may also use a Magic Action to change a prepared Enchantment spell for another Enchantment spell in your spellbook. Once you use this feature, you may not do again until you finish a long rest. #### Hypnotic Gaze *2nd-level Enchantment feature*
When you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As a Magic Action, choose one creature that you can see within 30 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw or be Charmed by you until the end of your next turn. The Charmed creature’s speed drops to 0, and the creature is Incapacitated and visibly dazed. On subsequent turns, you can use a Magic Action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 30 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a Long Rest. #### Instinctive Charm *6th-level Enchantment feature*
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. 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 have Advantage on this saving throw. #### Split Enchantment *10th-level Enchantment feature*
When you cast an Enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature. \columnbreak #### Alter Memories *14th-level Enchantment feature*
You gain the ability to make a creature unaware of your magical influence on it. When you attempt to charm a creature whose Intelligence score is equal to or lower than yours, you can alter the creature's understanding so that it remains unaware of being Charmed. If the creature's Intelligence score is higher than yours, it may attempt to succeed on a Wisdom saving throw to become aware you attempted to charm it. 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 or lose a number of hours of its memories equal to 1 + your Intelligence modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your Enchantment spell. \pagebreakNum
### School of Evocation You focus your study 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 enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. #### Evocation Savant *2nd-level Evocation feature*
Choose one Evocation spell of 1st level from the Wizard spell list, and add it to your spellbook for free. Whenever you gain access to a new level of spell slots in this class, you can add one Evocation spell from the Wizard spell list of a level you can cast as a wizard to your spellbook for free. You can also prepare a number of Evocation spells that don’t count against your number of spells you can prepare each day equal to
half your wizard level, rounded down. You may also use a Magic Action to change a prepared Evocation spell for another Evocation spell in your spellbook. Once you use this feature, you may not do again until you finish a Long Rest. #### Potent Cantrip *2nd-level Evocation feature*
Your mastery of elemental damage allows you to alter your damaging cantrips. Whenever you cast a cantrip that deals Acid, Cold, Fire, Lightning, Poison, or Thunder damage, you gain one of the following benefits, choose when you cast the spell: * Add your Intelligence modifier (minimum 1) to the spell’s damage. * Change the damage type to another from the list above. #### Sculpt Spells *6th-level Evocation feature*
You can create pockets of relative safety within the
effects of your Evocation spells. When you cast an Evocation spell that affects creatures that you can see, including yourself, you can choose a number of them equal to 1 + 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 *10th-level Evocation feature*
You can add half your wizard level to one damage roll of any wizard Evocation spell you cast of 1st level or higher. #### Overchannel *14th-level Evocation feature*
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 1d12 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. \pagebreakNum
### School of Graviturgy Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies. #### Graviturgy Adept *2nd-level Graviturgy feature*
As a master of graviturgy, you can add the following spells to your spellbook for free when you reach the associated level. They are locked in your mind and they are always prepared for you and don’t count against your number of spells you can prepare. | Wizard Level | Spells | |:---:|:-----------:| | 2nd | *Magnify Gravity* | | 3rd | *Earthbind* | | 5th | *Slow* | | 7th | *Gravity Sinkhole* | | 9th | *Blink of Gravity* | \columnbreak #### Adjust Density *2nd-level Graviturgy feature*
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 you end the effect, no action required. While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has Disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has Advantage on Strength checks and Strength saving throws. You can use this feature as a Bonus Action a number of times equal to your Intelligence modifier (minimum once) and regain all expended uses when you finish a Long Rest, and one expended use when you finish a Short Rest. Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller. #### Gravity Well *6th-level Graviturgy feature*
Whenever you cast a spell on a creature, you can move the target 10 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 *10th-level Graviturgy feature*
When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your Reaction to magically increase the attack's velocity, causing the attack's target to take an extra 2d8 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 or decrease the fall's damage by 3d8. 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. You can also use this feature by expending a spell slot, in which case the damage is increased by 1d8 for each spell slot level. #### Sustained Gravity *14th-level Graviturgy feature*
When you cast one of the spells from your Graviturgy Adept feature, your specialization in their effects grants you increased versatility and power when you use them. If the spell’s duration is Instantaneous, you can choose to change the duration to Concentration, up to 1 Minute instead. When you do so, any damage dealt by the spell is reduced by 1 damage die, but the spell instantaneous effect happens again at the start of each of your turns for the duration of the spell. If the spell’s duration already requires your Concentration, your Concentration on the spell cannot be broken. \pagebreakNum
### School of Hemomancy Sometimes wizards that are particularly practiced in the art of necromancy decide to delve deeper into one of the more esoteric necromantic practices; the art of hemomancy. Those wizards that dare to delve into this craft find themselves learning how to manipulate and control the very essence of many living organisms. Although wizards that practice Hemocraft may have a stigma of evil necromancers or vampires; some wizards have been known to utilize hemomancy in a positive manner, and just seek to further understand the fundamentals of life itself. #### Fundamental Hemocraft *2nd-level Hemomancy feature*
As a master of hemocraft, you can add the following spells to your spellbook for free when you reach the associated level. They are fixed in your mind and they are always prepared for you and don’t count against your number of cantrips or spells you can prepare each day. | Wizard Level | Spells | |:---:|:-----------:| | 2nd | *Blood Manipulation*, *Blood Spear* | | 3rd | *Blood Rain* | | 5th | *Blood Ball* | | 7th | *Blood Worm* | | 9th | *Bloodstone Path* | #### Extract Essence *2nd-level Hemomancy feature*
You’ve learned how to extract the very essence of life, blood, at the moment of death. When a creature that has blood you can see dies within 60 feet of you, you can use your Reaction to drain them of their essence, represented through one of their hit dice, and you can redirect it to a separate creature you can see within 60 feet of the creature who had died. If the creature is willing and friendly, they heal equal to the roll of the hit die. If they are hostile or not willing, you make an attack roll; they take Necrotic damage equal to the roll of the hit die plus your Wizard level on a hit When you Extract Essence you can expend a spell slot to bolster the effects. You can add one more of their hit dice to the damage or healing roll per level of the expended spell slot, up to the creature’s Challenge Rating or Level (minimum 1). For example, an Owlbear with CR of 3 yields a hit die of 1d10, and if you expend a 1st level spell slot the extracted essence becomes 2d10. Alternatively, if you expend a 3rd level spell slot the extracted essence becomes 4d10. #### Potent Bloodletting *6th-level Hemomancy feature*
Your research and understanding of Hemocraft has strengthened your spells, allowing you to extract more potent essences, as well as sacrifice your own vitality. When you deal Necrotic damage or heal a creature with a spell or with Extract Essence, one of the rolls gains a bonus equal to your Intelligence modifier. In addition to this, as a Magic Action, you can expend one of your hit dice and immediately treat it as if you had used Extract Essence. When you expend a hit die in this manner, you take Necrotic damage equal to the number rolled which cannot be reduced in any way and you cannot target yourself with the Essence you have extracted in this way. #### Sanguine Control *10th-level Hemomancy feature*
You’ve learned how to aptly control those who have blood within their bodies; and creatures fear your spells and what they can do to them. When you deal Necrotic damage to a creature with a spell or Extract Essence, any healing they receive is halved until the start of your next turn. In addition to this, when a creature with blood fails their saving throw against one of your Spells by 5 or more, you can force the creature to suffer one of the following effects; * ***Crimson Puppet.*** You take control of the creature by controlling their blood. The creature moves up to half their speed and makes one melee attack against a creature of your choice. * ***Exsanguinate.*** You drain a significant amount of blood from the creature, and they gain one level of Exhaustion. * ***Hemophilia.*** You force the creature to hemorrhage out of every possible orifice they possess, and the creature suffers Disadvantage on all attack rolls and ability checks until the end of their next turn. * ***Purpura.*** You cause the blood vessels within the creature to swell and threaten to burst at any injury. Until the start of your next turn, any time the creature receives damage from an attack, they take an additional 1d4 Necrotic damage. #### Hemocraft Mastery *14th-level Hemomancy feature*
You’ve attained a mastery of extracting the essence of life out of creatures. When you Extract Essence from a creature, you may now target two separate creatures to deal damage or to heal from the essence. This applies to Potent Bloodletting when you sacrifice one of your hit dice as well. Additionally, when you cast a spell gained through your Fundamental Hemocraft feature, you add your Wizard level to the first damage roll of the spell, or to the first source of temporary hit points. \pagebreakNum
### School of Illusion You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain. \columnbreak #### Illusion Savant *2nd-level Illusion feature*
Choose one Illusion spell of 1st level from the Wizard spell list, and add it to your spellbook for free. Whenever you gain access to a new level of spell slots in this class, you can add one Illusion spell from the Wizard spell list of a level you can cast as a wizard to your spellbook for free. You can also prepare a number of Illusion spells that don’t count against your number of spells you can prepare each day equal to half your wizard level, rounded down. You may also use a Magic Action to change a prepared Illusion spell for another Illusion spell in your spellbook. Once you use this feature, you may not do again until you finish a Long Rest. #### Improved Minor Illusion *2nd-level Illusion feature*
You learn the *Minor Illusion* cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast *Minor Illusion*, you can create both a sound and an image with a single casting of the spell. #### Malleable Illusions *6th-level Illusion feature*
When you cast an Illusion spell that has a duration of 1 minute or longer, you can use a Magic 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 *10th-level Illusion feature*
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 *14th-level Illusion feature*
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 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. \pagebreakNum
### School of Lore Mastery Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure. Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Some savants take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. Other savants are generous teachers, countering ignorance and deception with deep knowledge and good humor. #### Lore Mastery *2nd-level Lore Mastery feature*
You start the process of becoming a compendium of knowledge on a vast array of topics. Choose one skill between Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for that ability check. At 10th level, choose one more skill from the list to gain this benefit. In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice). #### Spell Secrets *2nd-level Lore Mastery feature*
You master the first in a series of arcane secrets uncovered by your extensive studies. You gain a number of Lore Points equal to half your wizard level, rounded down, representing your exhaustible ability to use these uncovered arcane secrets. You recover all expended Lore Points when you finish a long rest. A spell can only be altered once using Lore Points; for example, you cannot alter the spell's damage while also altering the saving throw, even if you have the prerequisite Lore Points available. When you cast a spell with a spell slot and the spell deals Acid, Cold, Fire, Lightning, or Thunder damage, you can expend a Lore Point to substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it. When you cast a spell with a spell slot and the spell requires a saving throw, you can expend Lore Points equal to the level of the spell slot used to change the saving throw. If the original saving throw was Strength, Dexterity, or Constitution, you can change it to another from that list. If the original saving throw was Intelligence, Wisdom, or Charisma, you can change it to another from that list. This ability only changes the initial saving throw. Any subsequent saving throws target the original ability score. \columnbreak #### Alchemical Casting *6th-level Lore Mastery feature*
You learn to be able to exchange some of your magical capabilities for increased access to your arcane secrets. As a Bonus Action, you can expend a spell slot to regain expended Lore Points equal to the level of the expended spell slot. In addition, your access to arcane secrets expands. When you cast a spell with a spell slot, you gain the following abilities: * You can expend 1 Lore Point to increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 1d8 of a damage type of your choice dealt by the spell. If the spell can deal damage on more than one turn, it deals this extra damage only on the turn you cast the spell. * You can expend 1 Lore Point to double the spell’s range. * You can expend Lore Points equal to the level of the spell slot used to increase the spell’s potency. Increase the spell’s save DC by 2. #### Prodigious Memory *10th-level Lore Mastery feature*
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. You also regain 2 expended Lore Points when you finish a Short Rest. #### Master of Magic *14th-level Lore Mastery feature*
Your knowledge of magic allows you to duplicate spells normally inaccessible to you. As a Bonus Action, you can call to mind the ability to cast one spell of your choice from any class's spell list. The spell must be of a level for which you have spell slots, you can’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, but it does not count as a prepared spell for you. The ability to cast the spell vanishes from your mind when you cast it. You can’t use this feature again until you finish a Long Rest. \pagebreakNum
### School of Necromancy The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies. #### Necromancy Savant *2nd-level Necromancy feature*
Choose one Necromancy spell of 1st level from the Wizard spell list, and add it to your spellbook for free. Whenever you gain access to a new level of spell slots in this class, you can add one Necromancy spell from the Wizard spell list of a level you can cast as a wizard to your spellbook for free. You can also prepare a number of Necromancy spells that don’t count against your number of spells you can prepare each day equal to half your wizard level, rounded down. You may also use a Magic Action to change a prepared Necromancy spell for another Necromancy spell in your spellbook. Once you use this feature, you may not do again until you finish a Long Rest. #### Grim Harvest *2nd-level Necromancy feature*
You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you gain temporary hit points equal to twice the spell’s level, or three times if it's a Necromancy spell. You don’t gain this benefit for killing constructs or undead. If the spell you cast also grants you temporary hit points, the temporary hit points granted by this feature stack with any temporary hit points granted by the spell. \columnbreak #### Undead Thralls *6th-level Necromancy feature*
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 or summon an undead using a Necromancy spell, choose one creature to gain these benefits: * The creature’s hit point maximum is increased by an amount equal to twice your wizard level. * The creature adds your Wizard Proficiency Bonus to its weapon damage rolls. #### Inured to Undeath *10th-level Necromancy feature*
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. You have resistance to Necrotic damage, and your hit point maximum can’t be reduced. #### Command Undead *14th-level Necromancy feature*
You can use magic to bring undead under your control, even those created by other wizards. As a Magic Action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw. 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. The creature falls out of its original summoner’s control if it has one. 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. \pagebreakNum
### Order of Scribes Magic of the book-that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge. Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs! #### Wizardly Quill *2nd-level Scribes feature*
As a Bonus Action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties: * The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface. * The time you must spend to copy a spell into your spell book equals 2 minutes per spell level if you use the quill for the transcription. * You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you. This quill disappears if you create another one or if you die. #### Awakened Spellbook *2nd-level Scribes feature*
Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook. While you are holding the book, it grants you the following benefits: * You can use the book as a spellcasting focus for your wizard spells. * When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type dealt by another spell in your spellbook, which magically alters the spell's formula for this casting only. A spell must explicitly do the type of damage for you to use it for this feature (i.e. *Absorb Elements* can not be used to change a spell's damage type to Fire, for instance). * When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a Long Rest. If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages. \columnbreak #### Manifest Mind *6th-level 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 Wizard 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 2nd level or higher to conjure it again. \pagebreakNum
\columnbreak
#### Master Scrivener *10th-level 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 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. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill. #### One with the Word *14th-level 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 1d4 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 spell book. Once you use this Reaction, you can't do so again until you finish a Long Rest. \pagebreakNum
### School of Transmutation You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge. Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds. #### Transmutation Savant *2nd-level Transmutation feature*
Choose one Transmutation spell of 1st level from the Wizard spell list, and add it to your spellbook for free. Whenever you gain access to a new level of spell slots in this class, you can add one Transmutation spell from the Wizard spell list of a level you can cast as a wizard to your spellbook for free. You can also prepare a number of Transmutation spells that don’t count against your number of spells you can prepare each day equal to half your wizard level, rounded down. You may also use a Magic Action to change a prepared Transmutation spell for another Transmutation spell in your spellbook. Once you use this feature, you may not do so again until you finish a Long Rest. You also know the *Minor Alchemy* cantrip and it doesn’t count against your Cantrips Known. #### Efficient Transmutation *2nd-level Transmutation feature*
Your specialization in Transmutation magic leads you to become hyper efficient with your magic, allowing you extra magic to use. Whenever you cast a Transmutation spell of 1st level or higher, you can choose a number of 5 foot spaces equal to the spell’s level within 30 feet of you or the spell’s target or area. Those spaces become difficult terrain or become normal terrain if it were already difficult terrain until the start of your next turn as you magically alter the terrain’s properties. #### Transmuter’s Stone *6th-level Transmutation feature*
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, or if the creature already has Darkvision, increasing it to a range of 120 feet * An increase to speed of 10 feet * Advantage on Dexterity saving throws * Advantage on Constitution saving throws * Resistance to Acid, Cold, Fire, Lightning, or Thunder damage (your choice whenever you choose this benefit) \columnbreak
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. The number of benefits obtained also increases to equal half the spell’s level. If you create a new transmuter’s stone, the previous one ceases to function. #### Shapechanger *10th-level Transmutation feature*
You add the *Polymorph* spell to your spellbook, if it is not there already, and it is always prepared for you. If you already have the *Polymorph* spell in your spellbook, you may select another wizard Transmutation spell of up to 5th level. You can cast *Polymorph* without expending a spell slot. When you do so, you can target only yourself and your Concentration on the spell cannot be broken as a result of taking damage. 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 *14th-level Transmutation feature*
You can use a Magic 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 touch the corpse of a creature with your transmuter's stone, and you can cast the *Raise Dead* spell on it, without expending a spell slot, without 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 13 years. This effect doesn't extend the creature’s lifespan. \pagebreakNum
### School of War Magic A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses. \columnbreak Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them. In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty Fireball if I die before I can cast it?" #### Arcane Deflection *2nd-level War Magic feature*
You have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can’t cast spells other than cantrips until the end of your next turn. #### Tactical Wit *2nd-level War Magic feature*
Your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. #### Power Surge *6th-level War Magic feature*
You can store magical energy within yourself to later empower your damaging spells. 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. When you finish a short rest, you can regain 1 expended 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 your wizard level. #### Durable Magic *10th-level War Magic feature*
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 *14th-level War Magic feature*
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 within 60 feet of you each take force damage equal to half your wizard level. \pagebreakNum
# Wizard Spell List
##### Notes: This is the list of spells available to wizards when they choose which spells to scribe in their spellbook. (UA) refers to unearthed arcana, and (HB) refers to homebrew spells. Spells with an asterisk indicate they have been modified. Spell changes are found [here](https://www.gmbinder.com/share/-N2PetqJ7_vsFKdYePR5).
\pagebreakNum
##### Cantrips (0 Level) - Acid Splash* - Blade Ward* - Booming Blade* - Call Meteorite^HB^ - Control Flames* - Create Bonfire - Crimson Splatter^HB^ - Dancing Lights* - Encode Thoughts - Fetid Nail^HB^ - Fire Bolt - Fool's Gold^HB^ - Friends* - Frostbite - Gloom^HB^ - Green-Flame Blade* - Gust* - Illusory Feint^HB^ - Infestation* - Light* - Lightning Lure* - Mage Hand* - Mage Ward^HB^ - Mending* - Message* - Mind Sliver - Minor Illusion* - Mold Earth* - Pitifulness^HB^ - Pocketswap^HB^ - Poison Spray* - Prestidigitation* - Ray of Frost - Sapping Sting - Shape Water* - Shocking Grasp* - Speak True^HB^ - Spectral Hand* - Sword Burst* - Temporal Beat^HB^ - Thunderclap* - Toll the Dead* - True Strike* ##### 1st Level - Absorb Elements - Acid Stream^UA^ - Alarm - Aspir^HB^ \columnbreak - Blood Spear^HB^ - Burning Hands* - Catapult - Cause Fear* - Chaos Bolt* - Charm* - Chromatic Orb* - Color Spray* - Comprehend Languages - Corpse Mask^HB^ - Detect Magic - Disguise Self - Distort Value - Drain^HB^ - Earth Tremor* - Evil Eye^HB^ - Expeditious Retreat* - False Life* - Feather Fall - Find Familiar - Fog Cloud* - Frost Fingers* - Gift of Alacrity - Grease* - Ice Knife - Id Insinuation^UA^ - Identify - Illusory Script* - Jump* - Longstrider - Mage Armor - Magic Missile* - Magnify Gravity - Oscillating Chronology^HB^ - Protection from Evil and Good - Puppet^UA^ - Ray of Sickness* - Sense Emotion - Shield* - Silent Image - Sleep - Snare - Sudden Awakening^UA^ - Swarm Pest^HB^ - Tasha's Hideous Laughter - Tenser's Floating Disk - Thunder Punch^HB^ - Thunderwave - Unseen Servant - Witch Bolt* \columnbreak ##### 2nd Level - Aganazzar's Scorcher - Alter Self* - Arcane Lock - Arcane Refocus^HB^ - Augury - Aura of Shade^HB^ - Blindness/Deafness - Blood Rain^HB^ - Blur* - Borrowed Knowledge* - Clinging Shadows^HB^ - Cloud of Daggers - Corrode Metal^HB^ - Continual Flame - Corpse Lance^HB^ - Crown of Madness* - Darkness* - Darkvision* - Detect Thoughts - Dragon's Breath* - Dust Devil* - Earthbind - Enhance Ability - Enlarge/Reduce* - Find Traps* - Flaming Sphere - Fortuity Conflux^HB^ - Fortune's Favor - Gentle Repose* - Geyser^HB^ - Gift of Gab - Gust of Wind - Hold* - Hurricane Slash^HB^ - Immovable Object - Invisibility - Jim's Glowing Coin - Kinetic Jaunt* - Knock - Levitate - Locate Object* - Magic Mouth* - Magic Weapon* - Maximilian's Earthen Grasp - Melf's Acid Arrow* - Mental Barrier^UA^ - Mind Spike - Mirror Image - Misty Step* - Nathair's Mischief* - Nystul's Magic Aura - Phantasmal Force* - Pillar of Bone^HB^ - Polyphemus's Might^HB^ - Pyrotechnics \columnbreak - Ray of Enfeeblement* - Rime's Binding Ice - Rope Trick - Scorching Ray - See Invisibility - Silvery Barbs* - Shadow Blade - Shatter - Skywrite - Snilloc's Snowball Swarm* - Spell Flux^HB^ - Spider Climb - Suggestion - Tasha's Mind Whip - Tick of the Clock^HB^ - Thought Shield^UA^ - Vortex Warp - Warding Wind - Web* - What's Mine is Yours^HB^ - Wither and Bloom* - Wristpocket ##### 3rd Level - Aether Lance^HB^ - Animate Dead - Ashardalon's Stride - Bestow Curse - Bitterfrost^HB^ - Blink - Blood Ball^HB^ - Catnap* - Clairvoyance - Clutch of Nyogtha^HB^ - Counterspell* - Crypt Swarm^HB^ - Curse of Blades^HB^ - Detect Past^HB^ - Dispel Magic - Enemies Abound - Erode^HB^ - Erupting Earth* - Fast Friends - Find Greater Familiar^HB^ - Find Vessel^HB^ - Fear* - Feign Death* - Finnic's Ridiculous Shot - Fireball - Flame Arrows* - Fly - Funeral Pyre^HB^ - Gaseous Form* - Glitterdust^HB^ - Glyph of Warding* - Haste* - Hypnotic Pattern*
\pagebreakNum
- Incite Greed - Leomund's Tiny Hut* - Life Transference* - Lightning Bolt - Liliander's Hellspear^HB^ - Mage Barrier^HB^ - Magic Circle - Major Image - Melf's Minute Meteors - Misplace Aggression^HB^ - Nondetection - Phantom Steed - Pleonexia's Panoply of Personas^HB^ - Protection from Energy* - Pulse Wave - Remove Curse - Rigur's Ice Skates^HB^ - Ripping Bullet^HB^ - Seer of the Window^HB^ - Sending - Sleet Storm - Slow* - Speak with Dead - Spirit Shroud - Stinking Cloud* - Summon Fey* - Summon Lesser Demons - Summon Shadowspawn* - Summon Undead* - Through the Fire and Flames^HB^ - Thunder Pulse^HB^ - Thunder Step - Tidal Wave - Tiny Servant - Tongues - Vampiric Touch* - Vortex Blast^HB^ - Wall of Sand* - Wall of Water* - Water Breathing ##### 4th Level - Abeyed Discharge^HB^ - Aero Barrage^HB^ - Arcane Eye - Ashen Pack^HB^ - Avalanche^HB^ - Banishment - Blight* - Call Spirit^HB^ - Confusion* - Conjure Minor Elementals - Control Water - Corrosive Pool^HB^ \columnbreak - Deafening Darkness^HB^ - Dominate* - Dimension Door - Divination - Echoing Lance^HB^ - Elemental Bane - Evard's Black Tentacles* - Fabricate - Fire Shield - Force Blade^HB^ - Galder's Speedy Courier - Gravity Sinkhole - Greater Invisibility - Hallucinatory Terrain - Ice Spike^HB^ - Ice Storm - Iron Maiden^HB^ - Leomund's Secret Chest - Liquid Gold^HB^ - Locate Creature - Matilda's Minor Gateway - Mordenkainen's Faithful Hound - Mordenkainen's Private Sanctum - Oceanic Slam^HB^ - Otiluke's Resilient Sphere - Phantasmal Killer* - Poison Puff^HB^ - Polymorph - Raulothim's Psychic Lance - Sickening Radiance - Spatial Anchor^HB^ - Spellcrush^HB^ - Stinging Swarm^HB^ - Stone Shape - Storm Sphere - Summon Aberration* - Summon Construct* - Summon Elemental* - Summon Greater Demon - Vitriolic Sphere - Wall of Fire - Watery Sphere ##### 5th Level - Acid Rain^HB^ - Animate Objects* - Aspect of the Pheonix^HB^ - Bestow Malediction^HB^ - Bigby's Hand - Blink of Gravity^HB^ - Bloodstone Path^HB^ - Cloudkill* - Cone of Cold - Conjure Elemental - Contact Other Plane - Control Winds - Creation* - Crescent Blade^HB^ - Danse Macabre - Dawn - Dream* - Enervation - Fissure^HB^ - Geas* - Giantize^HB^ - Immolation - Infernal Calling - Legend Lore* - Matilda's Convenient Courier - Mislead - Modify Memory - Negative Energy Flood - Passwall - Planar Binding* - Rary's Telepathic Bond - Scrying - Seeming - Skill Empowerment - Smoky Shapes^HB^ - Sonic Shriek^HB^ - Steel Wind Strike - Stolen Life^HB^ - Summon Draconic Spirit - Synaptic Static* - Telekinesis - Teleportation Circle - Tornado^HB^ - Transmute Rock* - True Absorb Elements^HB^ - True Shield^HB^ - Twist This Fate^HB^ - Wall of Force* - Wall of Light - Wall of Stone* ##### 6th Level - Arcane Gate* - Bind Familiar^HB^ - Blood Doll^HB^ - Bloodseize^HB^ - Creeping Darkness^HB^ - Chain Lightning - Circle of Death* - Chant of Zakeb^HB^ - Contingency - Create Homunculus - Create Undead - Death of the Author^HB^ - Disintegrate* - Drawmij's Instant Summons* - Eyes of Six^HB^ - Eyebite - Fizban's Platinum Shield^HB^ - Flesh to Stone - Forecast^HB^ - Ghostwalk^HB^ - Globe of Invulnerability - Guards and Wards - Icy Tomb^HB^ - Investiture of Emptiness^HB^ - Investiture of Dust^HB^ - Investiture of Flame* - Investiture of Ice* - Investiture of Ignition^HB^ - Investiture of Magma^HB^ - Investiture of Mirage^HB^ - Investiture of Mist^HB^ - Investiture of Steel^HB^ - Investiture of Stone* - Investiture of Time^HB^ - Investiture of Voltage^HB^ - Investiture of Wind* - Magic Jar* - Mass Suggestion - Mental Prison - Move Earth* - Otiluke's Freezing Sphere* - Otto's Irresistable Dance* - Polygon Dust^HB^ - Programmed Illusion - Psychic Crush^UA^ - Scatter - Soul Cage - Summon Fiend* - Sunbeam* - Syletza's Angelic Form^HB^ - Tasha's Otherworldly Guise - Temporal Witness^HB^ - Tenser's Transformation* - Trojan Focus^HB^ - True Seeing - Wall of Ice* - Wall of Flesh^HB^
\pagebreakNum
##### 7th Level - Banner of Liberation^HB^ - Confluence - Create Magen - Crown of Stars - Delayed Blast Fireball - Draconic Transformation - Dream of the Blue Veil - Drifting Glaciers^HB^ - Etherealness - Finger of Death* - Forcecage* - Mirage Arcane - Mob Mentality^HB^ - Mordenkainen's Magnificent Mansion* - Mordenkainen's Sword* - Plane Shift - Power Word Pain* - Prismatic Spray* - Project Image - Reverse Gravity - Sensory Deprivation^HB^ - Sequester* - Simulacrum* - Symbol* - Teleport - Whirlwind \columnbreak ##### 8th Level - Abi-Dalzim's Horrid Wilting* - Antimagic Field - Antipathy/Sympathy - Aurethia's Death Blizzard^HB^ - Clone - Control Weather* - Create Vampire^HB^ - Demiplane* - Discern Location^HB^ - Dominate Monster* - Feeblemind - Illusory Dragon - Incendiary Cloud* - Maddening Darkness - Maximize/Minimize^HB^ - Maze - Mighty Fortress - Mind Blank - Power Word Stun* - Sunburst* - Telepathy* \columnbreak ##### 9th Level - All Time Low^HB^ - Astral Projection - Aurora Occidens^HB^ - Foresight - Gate* - Imprisonment* - Invulnerability - Mass Polymorph - Meteor Swarm - Nova^HB^ - Power Word Kill* - Prismatic Wall - Psychic Scream - Shapechange - Spell Void^HB^ - Sphere of Annihilation^HB^ - Time Stop* - Transmute Lava^HB^ - True Polymorph - Weird* - Wish
> ##### Art Credits > Art (Cover): **Zack Stella: Teferi, Timebender - Magic: The Gathering** [(Link)](https://www.artstation.com/artwork/vo3mY)
> Art (Page 2): **Victor Adame: Chulane, Teller of Tales** [(Link)](https://www.artstation.com/artwork/rRGxEG)
> Art (Page 3): **88grzes: Wizard Overlord** [(Link)](https://www.deviantart.com/88grzes/art/Wizard-Overlord-599108118)
> Art (Page 4): **André Carnero: Light** [(Link)](https://www.artstation.com/artwork/bKb96r)
> Art (Page 5): **Magali Villeneuve: Jaya Ballard** [(Link)](https://www.mtgnexus.com/gallery/art/3905-jaya-ballard)
> Art (Page 6): **Alex Mill: Magician** [(Link)](https://www.reddit.com/r/TabletopRPGs/comments/5z7ebc/magician_by_alex_mill/)
> Art (Page 7): **Skiorh: Old wizard** [(Link)](https://www.deviantart.com/skiorh/art/Old-wizard-475018762)
> Art (Page 8): **unknown artist** [(Link)](https://tolas.fandom.com/wiki/Schools_of_Magic)
> Art (Page 9): **Lana Mondad: Lis, bladesinger** [(Link)](https://www.artstation.com/artwork/0XJDeG)
> Art (Page 10): **Elder Scrolls: High Rock Summoner** [(Link)](https://elderscrolls.fandom.com/wiki/High_Rock_Summoner)
> Art (Page 11): **Krystyna Nowek: Arthur_Gnome Chronurgy Wizard** [(Link)](https://www.artstation.com/artwork/0nDbby)
> Art (Page 12): **Magic the Gathering: Pradesh Gypsies** [(Link)](https://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=11453)
> Art (Page 13): **Aaron Miller: Never Happened** [(Link)](https://gatherer.wizards.com/Pages/Card/Details.aspx?name=Never+Happened)
> Art (Page 14): **badillafloyd: Fireball** [(Link)](https://www.pinterest.com/pin/415316396882263015/)
> Art (Page 15): **Hex Sharpe: Arcane Scribe** [(Link)](https://www.artstation.com/artwork/EVVPr4)
> Art (Page 16): **u/junowskie: Sovaros, the minotaur graviturgy wizard for Theros campaign** [(Link)](https://www.reddit.com/r/DnD/comments/nqkbes/artoc_sovaros_the_minotaur_graviturgy_wizard_for/)
> Art (Page 17): **Tamarandom: Garrett Blood Mage** [(Link)](https://www.deviantart.com/tamarandom/art/Garrett-Blood-Mage-726369400)
> Art (Page 18): **Arthur of Red Wizard Games: Illusion Wizard - Commission** [(Link)](https://www.reddit.com/r/characterdrawing/comments/g7ufuh/oc_art_illusion_wizard_commission_by_arthur_of/)
\columnbreak > Art (Page 21): **unknown artist: Lore Master** [(Link)](https://pathfinder.fandom.com/wiki/Loremaster)
> Art (Page 22): **Magic the Gathering: Xathrid Necromancer** [(Link)](https://www.tcgplayer.com/product/69257/magic-magic-2014-m14-xathrid-necromancer?Language=English) > Art (Page 23): **unknown artist: Wizard** [(Link)](https://www.pinterest.com/pin/540361655292884472/)
> Art (Page 24): **maoxfhan: Sarah Starcrest, Definitely Human Order of Scribes Wizard** [(Link)](https://www.reddit.com/r/DnD/comments/mo8uwb/ocart_sarah_starcrest_definitely_human_order_of/)
> Art (Page 26): **Magic the Gathering: Master Transmuter Art** [(Link)](https://www.mtgnexus.com/gallery/art/1857-master-transmuter)
> Art (Page 27): **sun kai: wushi-2** [(Link)](https://www.artstation.com/artwork/vy5za)
> Art (Page 28): **Tasha's Cauldron of Everything: Wizardly boyfriends** [(Link)](https://artemis-entreri.tumblr.com/post/643067623426441216/the-wizardly-boyfriends-from-tashas-cauldron)
> Page Stains: /u/flamableconcrete
\pagebreakNum ## Changelog ### Base Class Changelog * You can use your spellbook as a spellcasting focus for your wizard spells. * The Cantrip Formulas optional class feature in Tasha's Cauldron of Everything has been worked into the Cantrips section of the Spellcasting feature. * Signature Spells replaced with the Archmage capstone, in order to emphasize the versatility of the wizard as it's most powerful feature, as opposed to being a spell specialist, which is more the sorcerer's specialty. ### Subclass Changelog All subclasses with a Savant feature have had that feature reworked to actually incentivize taking spells of their school on level-up, and most grant spells that are essential for certain wizards' playstyles. #### Abjuration * Abjuration Savant change. #### Bladesinging * Song of Defense buffed to be 10 times the slot's level. 5 was just too low, especially at 10th level. #### Conjuration * Conjuration Savant change. * Minor Conjuration was vague and unclear as to whether you could create useful items like diamonds that could be used as material components. It has been replaced with Improved Familiar, now working thematically with you conjuring creatures at early level, and providing nice, quality of life improvements to an already useful spell. #### Divination * Divination Savant change. #### Enchantment * Enchantment Savant change. #### Evocation * Evocation Savant change. * Potent Cantrip: Now actually works with cantrips you're likely to cast instead of only saves. It allows you to change the damage type of your cantrips. Also moved to 2nd level, where you're going to use it more often, switched with Sculpt Spells. * Sculpt Spells: Switched with Potent Cantrip, now at 6th level. #### Graviturgy * Adjust Density no longer requires Concentration. Concentration effects are so limiting on what the wizard can do, and an increase or decrease of 10 feet is good, but not good enough to justify disallowing all the other great Concentration spells you could be using. You can also use it as a Bonus Action a few times. * Gravity Well: Distance moved is increased to 10 feet. 5 feet is okay, but is very conservative for being one of the main points of power for this subclass. * Violent Attraction: 1d10 is too low for your Reaction. Both effects have been buffed in power, to 2d8 and 3d8 respectively. * Event Horizon: Event Horizon felt like a spell, and very similar to existing gravity spells. Instead, this feature has been removed and replaced with Sustained Gravity, which improves all the spells you are getting through Graviturgy Adept. #### Illusion * Illusion Savant change. #### Necromancy * Necromancy Savant change providing animate dead. * Undead Thralls has the *Animate Dead* added to spellbook part removed, as that is gained through Necromancy Savant instead. #### Scribes * Awakened Spellbook: you can use damage types for spells you have in your spellbook of any level, but the spell must explicitly deal the damage type, so a *Dragon's Breath* or *Absorb Elements* will not work for providing all of their damage types. #### Transmutation * Transmutation Savant change. * Efficient Transmutation: other subclasses get a decent combat feature except for Transmutation, so now they get something useful here basically allowing them to create difficult terrain when they cast Transmutation spells. * Minor Alchemy: The old feature has been made into a cantrip and given to this subclass. * Shapechanger: You are now actually better with polymorph than other wizards, as you should be. Why the limitation on CR 1 or lower for the original feature is beyond me. * Master Transmuter: Restore Life works with the new *raise dead*. #### War Mage * Power Surge: damage buffed to be equal to your wizard level. This feature was a forgettable 6th level feature, and on a subclass that got a ton of useful things at 2nd, half your wizard level feels underwhelming.
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