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# 2024 D&D Wizard Revisited (WiP) Wizards are supreme magic-users, defined by their careful and exhaustive study of magic’s inner workings. Drawing on the subtle weave of magic that permeates the cosmos, Wizards cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. 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. Beyond the sheer power of the spells they cast, though, Wizards share an approach to magic that is scholarly and exacting. Wizards understand magic at a fundamental level, giving them a precise mastery of their spells. They examine the theoretical underpinnings of magic, particularly the categorization of spells into schools of magic, and use those foundations to alter their spells and even craft entirely new spells. Renowned Wizards such as Bigby, Tasha, Mordenkainen, Tenser, and many more invented iconic spells now used across the multiverse. Wizards’ lives are seldom mundane. The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other Wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination. But the lure of knowledge and power calls even the most unadventurous Wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age. ### Creating a Wizard **Class Group:** Mage
**Primary Ability:** Intelligence
To create a Wizard, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Wizard” sidebar. Then look at the Wizard table to see the class features you get at each level in this class. The descriptions of those features appear in the “Wizard Class Features” section. #### Hit Points **Hit Dice:** 1d6 per Wizard level
**Hit Points at 1st Level:** 6 + your Constitution modifier
**Hit Points per Level after 1st:** 1d6 (or 4) + your Constitution modifier \columnbreak #### Proficiencies **Saving Throws:** Intelligence, Wisdom
**Skills (Choose 2):** Arcana, History, Insight, Investigation, Medicine, Religion
**Weapons:** Simple Weapons
**Tools:** Calligrapher’s Supplies
#### Armor Training None #### Starting Equipment You start with the following equipment at 1st level, plus anything provided by your background. * A quarterstaff or a dagger * A component pouch or an arcane focus * A scholar's pack or an explorer's pack * A spellbook Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.
©Dragoncrown Games
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##### Wizard | Level | Proficiency
Bonus | Features | Prepared
Cantrips | Prepared
Spells | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Arcane Recovery, Ritual Caster, Spellcasting | 3 | 4 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Fluid Memorization, Scholar | 3 | 5 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Wizard Archetype | 3 | 6 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Character Improvement | 4 | 7 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | Counterspell | 4 | 9 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Archetype Feature, Scholar | 4 | 10 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | Expert Sepllcaster | 4 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Character Improvement | 4 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | Dweomancy Adept, Scholar | 4 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Archetype Feature | 4 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | Cantrip Mastery | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Character Improvement | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | Focused Concentration | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Archetype Feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | Spell Mastery | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Character Improvement | 4 | 21 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | Arcane Disruption | 4 | 22 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Signature Spells | 4 | 23 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Character Improvement | 4 | 24 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Archmage | 4 | 25 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
> ##### Multiclassing and the Wizard >If your group uses the multiclassing rules in the Player’s Handbook, here’s what you need to know if you choose Wizard as one of your classes. > > **Ability Score Minimum.** As a multiclass character, you must have a score of at least 13 in the Wizard’s primary ability, Intelligence, 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 Wizard levels to the appropriate levels from other classes to determine your available Spell Slots for casting spells, as detailed in the multiclassing rules. You prepare spells for each of your classes individually, referring to the Spell Slots of an individual class to determine the number and levels of the spells you prepare for it.
\pagebreak ## Wizard Class Features As a Wizard, you gain the following class features when you reach the specified levels in this class. These features are listed on the Wizard table. ### 1st Level: Arcane Recovery You have learned to use your spellbook to refresh your connection to the weave. When you finish a Short Rest, you can choose to regain expended Spell Slots with a combined level equal to or less than half your Wizard level (rounded up), and none of the slots can be of 6th level or higher. For example, if you’re a 4th-level Wizard, you can recover up to two levels worth of Spell Slots, which can be either a 2nd-level Spell Slot or two 1st-level Spell Slots. Once you use this feature, you can’t do so again until you finish a Long Rest. ### 1st Level: Ritual Caster You can cast any spell in your spellbook as a ritual if that spell has the Ritual tag. You don’t need to have the spell prepared or expend a spell slot to cast it in this way, but its casting time increases by 10 minutes and you must read it from your spellbook while maintaining concentration throughout the casting. ### 1st Level: Spellcasting You have learned to cast spells through a careful and methodical study of arcane processes. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Wizard. **Spellbook.** You have a spellbook containing all the spells you know. It starts with four cantrips and six 1st-level spells of your choice from the Arcane spell list. On your adventures, you might find other Acane spells that you can copy into your spellbook (see “Spellbooks”). Instead of choosing, you can have your book start with the following spells: * **Cantrip.** *Light*, *Prestidigitation*, *Mage Hand*, and *Ray of Frost*. * **1st Level.** *Burning Hands*, *Detect Magic*, *Feather Fall*, *Identify*, *Mage Armor*, and *Magic Missile*. **Prepared Cantrips.** You choose 3 cantrips from your spellbook, making them available for you to cast. You can prepare additional cantrips when you reach higher levels in this class as shown on the Prepared Cantrips column of the Wizard table. **Spell Slots.** The Wizard table shows how many Spell Slots you have to cast your 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. **Prepared Spells of 1st+ Level.** You prepare a list of spells of 1st level and higher that are available for you to cast with this feature. To do so, you choose a number of spells from your spellbook as shown in the Prepared Spells column of the Wizard table. Whenever this number increases, choose more Wizard spells from your spellbook until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you are a 5th-level Wizard, your list of prepared spells can include nine spells from your spellbook of 1st, 2nd, or 3rd level, in any combination. **Always Prepared Spells.** If another Wizard feature grants spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, and they don’t have to be in your spellbook. **Changing Your Prepared Spells.** You can change your list of prepared spells whenever you finish a Long Rest, replacing one or more of those spells for another one in your spellbook that you don’t have prepared. Preparing a new list requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast a spell: at least 1 minute per spell level for each spell you add to the list. Cantrips take 1 minute to prepare. **Spellcasting Ability.** Intelligence is your Spellcasting Ability for the spells you cast with your Wizard features. 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 as shown below:
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
**Spellcasting Focus.** You can use an Arcane Focus or your spellbook as a Spellcasting Focus for the spells you cast with your Wizard features. **Learning Spells.** Whenever you gain a new level in this class, you learn two Arcane spells of a level that you can prepare and copy them into your spellbook. In addition, whenever you find a source to learn a new Arcane spell from—such as a spell scroll, a spellbook, or a fellow spellcaster—you can make an Arcana (Intelligence) check to learn the new spell if it is of a level you can prepare. The DC for this check is 10 plus the level of the spell you are attempting to learn. On a success, you can copy that spell into your spellbook. On a failure, you don’t learn the spell and must continue to study it at the end of 5 cumulative long rests before you can try again. If the source of that spell is a spell scroll, it is consumed by the learning attempt, whether you succeeded or not. > ##### Spellcasting Foci > > A spellcasting focus is an item that a spellcaster can use to channel, control, and shape magical energies. > > When you cast a spell, you can use your spellcasting focus in place of any material components specified for that spell. If a cost is indicated for a component, or the component is consumed by the spell, it can't be substituted by your spellcasting focus and you must have that specific component before you can cast the spell. > > Some spellcasting foci are enchanted to enhance a spellcaster's abilities or empower their spells. \pagebreak > ##### Spellbooks > >Characters with the Spellcasting feature must have a spellbook: a repository of their magical knowledge used to learn, prepare, and record spells they know. Spellbooks can vary in content and function depending on the type of magic a spellcaster wields. While their different contents might play a role in some situations, they all follow the same game rules and are collectively referred to as spellbooks for rules purposes. > > * **Spellbooks.** The traditional arcane spellcaster’s spellbook contains the formulas, incantations, diagrams, and thaumaturgical notations needed for them to cast their spells. It is also a repository of a spellcaster’s notes on arcane research, magical knowledge, and insights into the fabric of the multiverse. > * **Liturgies.** A divine spellcaster’s liturgies contain the prayers, rites, blessings, and sacred words needed for them to cast their spells. It also serves as a religious text, containing the teachings, lore, ceremonies, and covenants of their faith. > > * **Enchiridions.** A primal spellcaster’s enchiridion contains the rituals, talismans, chants, and totemic symbols needed for them to cast their spells. These books often read as almanacs full of knowledge on nature, astrology, herbalism, and the creatures who inhabit the wild. > > * **Grimoires.** A wyrd or pact spellcaster’s grimoire appears almost identical to an arcane spellcaster’s spellbook to the untrained eye. Upon closer inspection, it becomes obvious it contains not only arcane spells, but also the hexes, alchemical formulas, invocations, and secret rituals used in eldritch magic, as well as the contracts needed to bargain with one or more powerful entities. > > * **Exotic Spellbooks.** While most spellcasters approach the process of studying and documenting spells according to the form of magic they practice, some break with tradition in favor of something more fitting to their fancies. For instance, a Bard might store their spells in lyricals where spell formulas are combined with complex pentameters or musical notation, a Paladin might forgo paper entirely and carry engraved rings or prayer wheels containing their orisons, or a Warlock might hide their knowledge behind artful ideograms in an illustrated codex. > > **Copying a Spell into the Book.** When you learn a spell, you can add it to your spellbook if it is of a spell level you can prepare. For each level of the spell, the process takes 2 hours and costs 50 gp, or half as much for a cantrip. The cost represents material components you expend as you experiment with the spell to master it, as well as any supplies 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 to spend only 1 hour and 10 gp for each level of the copied spell, or half as much for a cantrip. > >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 spellcasters 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, a loose collection of notes scrounged together after you lost your previous spellbook in a mishap, or even an exotic spellbook unique to your character. ### 2nd Level: Fluid Memorization Your grasp of spellcasting formulae and structures allows you to amend the spells you've arrayed for the day. At the end of a short rest, you can choose one spell from your spellbook that you don’t have prepared. The unprepared spell replaces one prepared spell of your choice of the same level on your list of prepared spells. ***At Higher Levels.*** When you reach 5th level in this class, you can use this feature by studying your spellbook for 1 minute. If you do, you can't use this feature again until you finish a short rest. ### 2nd Level: Scholar You are learned and well-read on a specific academic subject. You gain one proficiency in a skill of your choice from Arcana, History, Nature, or Religion. ***At Higher Levels.*** You gain the benefits of this feature again at 6th and 9th level, as shown on the Wizard table. ### 3rd Level: Wizard Archetype You gain a Wizard archetype of your choice. If you are unsure which one to pick, consider selecting the Warmage archetype. An archetype is a specialization that grants you special abilities at certain Wizard levels. For the rest of your career, you gain each of your archetype’s features that are of your Wizard level and lower. ***At Higher Levels.*** You gain additional features for your Wizard archetype at 6th, 10th, and 14th level, as shown on the Wizard table. \pagebreak ### 4th Level: Character Improvement One Ability Score of your choice increases by one (to a maximum of 20) and you gain one feat of your choice for which you qualify. ***At Higher Levels.*** You gain the benefits of this feature again at 8th, 12th, 16th and 19th level, as shown on the Wizard table. ### 5h Level: Counterspell Your studies into the nature and structure of magic allow you to stifle spells as they are cast. As a reaction when a creature within 60 feet of you casts a spell, you can use your knowledge of spellcasting to learn that spell's school of magic and the level of the spell slot used to cast it. As part of the same reaction, you can choose to counter that spell by making an Arcana check. The DC for this check is the casting creature's Spell Save DC. On a success, you can expend a spell slot of the same level as that spell to disrupt it, causing it to fail and have no effect. ### 7th Level: Expert Spellcaster Your arcane acumen is so thorough that foundational spells are second nature to you. You always have the *Detect Magic*, *Light*, and *Prestidigitation* spells prepared. In addition, you can cast *Detect Magic* without expending a spell slot. ### 9th Level: Dweomancy Adept Your comprehensive grasp of arcane principles allows you excel in magical experimentation. When you make a d20 test to research or create a new spell or magic item, you can treat a d20 roll of 9 or lower as a 10. In addition, you always have the *Identify* spell prepared, and when you cast it as a ritual, its casting time only increases by 5 minutes instead of 10 minutes. ### 11th Level: Cantrip Mastery Your command over basic spellcasting is rivaled only by the greatest of archwizards. Choose two cantrips that are in your spellbook. The chosen cantrips are always prepared for you and their range is doubled if it is at least 10 feet. ### 13th Level: Focused Concentration You have a sharp understanding of how magical effects are created and sustained. If you fail a Saving Throw to maintain concentration on a spell or magical effect, you can expend your reaction to reroll that Saving Throw, adding your Intelligence modifier to the result (minimum of +1). You must use the new roll. ### 15th Level: Spell Mastery You have achieved such prowess over certain spells that you can cast them at will. Choose a 1st-level and a 2nd-level spell that are in your spellbook. You always have those spells prepared and can cast them at their lowest level without expending a Spell Slot. If you want to cast either spell at a higher level, you must expend a Spell Slot as normal. \columnbreak ### 17th Level: Arcane Disruption Your deep insights into the fabric of magic allow you to inhibit the flow of surrounding arcane energies. As a reaction when you or the space you occupy become the target of a spell or magical effect, you can create a 10-foot-radius invisible sphere around you. Until the start of your next turn, creatures and objects inside this sphere have advantage on saves against spells and other magical effects, and any damage they take from them is halved. You can’t use this feature again until you finish a long rest. ### 18th Level: Signature Spells You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd level spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at 3rd level without expending a Spell Slot. When you do so, you can’t do so again until you finish a Short Rest or Long Rest. If you want to cast either spell at a higher level, you must expend a Spell Slot as normal. ### 20th Level: Archmage You have reached the pinnacle of arcane knowledge and spellcasting prowess. When you expend a spell slot of 6th level or lower to cast a spell, that spell slot is considered one level higher for the purposes of determining the power of that spell. For instance, if you cast *fireball* with a 3rd level spell slot, it counts as if you had cast it with a 4th level spell slot instead, increasing the spell's damage. ## Wizard Archetypes A Wizard archetype is a specialization that grants you special abilities at certain Wizard levels, as specified in the archetype.
> ##### Proficiency, Expertise, and Mastery > >While creating your character or upon gaining new levels, you might gain a skill or tool proficiency you already have more than once. If you do, that proficiency is upgraded to expertise the second time you gain that proficiency, or to a mastery the third time you gain it and beyond. The listed bonuses are added to your standard proficiency bonus. > >**Expertise.** You have a +2 bonus on d20 tests made with a skill or tool proficiency you have expertise with. > >**Mastery.** You have a +3 bonus on d20 tests made with a skill or tool proficiency you have mastery with. > >Any passive scores you have, such as Perception, also benefit from this extra bonus. **Note:** The 5th level Counterspell feature replaces the spell of the same name. \pagebreak ## Beguiler Beguilers pursue a deep understanding of how magic can be woven to dazzle and mislead the senses. As experts in the school of Illusion, they practice subtlety, cunning, and misdirection to alter how others recognize reality around them. Some do so purely to understand the nature of perception, others ply their trade as paid entertainers, and some might go as far as tricking innocent victims for personal gain. Most beguilers dabble in all three. ### 3rd Level: Casting Misdirection You can cast Illusions covertly to befuddle and confuse your targets. You gain one proficiency of your choice from Deception or Sleight of Hand, and when you cast an Illusion spell, you can do so stealthily by concealing its casting components using trickery, subterfuge, and other forms of deception. Means that reveal the presence of arcane energy, such as *Detect Magic* and Truesight, allow a creature to detect the spell being cast. ### 3rd Level: Illusion Specialist Your arcane studies have focused on Illusion magic. When you cast an Illusion spell that creates only a visual effect, you can also create a harmless illusory sound to accompany it. In addition, whenever you add a spell to your spellbook, the gold cost and time you must spend to add an Illusion spell to your spellbook is halved. ### 3rd Level: Mirage Mastery Your mastery of Illusion principles and theory empowers your spells. When you cast an Illusion spell with a range of at least 10 feet it's range is increased by 60 feet, and you can change the nature of that illusion as a Bonus Action—povided that change meets the parameters of the spell that was used to create it. In addition, You always have the *minor illusion* cantrip prepared, and you can cast it as a Bonus Action. \columnbreak ### 6th Level: Shadow Servant You can turn your illusions semi-corporeal by infusing them with shadow magic. When you cast an Illusion spell that requires concentration, you can make that illusion gain the following properties: **Guided Eidolon.** As a Bonus Action, you can mentally move your illusion up to 15 feet to an unoccupied space you can see and use it to perform a simple task, such as fetching something or interact with an object. The illusion has a Strength score of 2, and its ability to manipulate objects is dependent on its form. **Phantom Strike.** As a Bonus Action, you can mentally move your illusion up to 15 feet to an unoccupied space you can see and make a melee spell attack roll against a target within 5 feet of your illusion. On a hit, a target takes 1d8 plus your Intelligence modifier psychic damage. The target perceives this damage as bludgeoning, piercing, or slashing, as appropriate to your illusion. **Tangible Apparition.** Your illusion has an AC of 10 plus your Intelligence modifier and a number of hit points equal to your Intelligence modifier. If your illusion would take any amount of damage, it takes 1 damage instead. If your illusion drops to 0 hit points, the spell ends. Once you use this feature, you can't use it again until you finish a short rest, unless you expend a spell slot of 2nd level or greater when you use it again. ### 10th Level: Phantom Decoy You can get out of dangerous situations by quickly manifesting an illusory duplicate of yourself. As a reaction when a creature makes an attack roll against you, you can become invisible and teleport to the nearest unoccupied space that you can see within 15 feet, leaving the illusory duplicate behind in your place. The duplicate’s AC is equal to 10 plus your Intelligence modifier, and all attacks against you are made against the duplicate instead. The illusion dissipates and you become visible again at the beginning of your next turn, or if the duplicate is hit, you make an attack, or you cast a spell. Once you use this feature, you can't use it again until you finish a short rest. ### 14th Level: Dream Manifestation You can solidify your illusions by carefully intertwining shadow magic into them. As a bonus action, you can choose an illusion you cast and that you can see within 60 feet and turn it into a real object for a number of minutes equal to your Intelligence modifier + your proficiency bonus (minimum of one), or until you use a bonus action to end the effect early. When made into a real object, the illusion becomes motionless and frozen in place. The object is harmless and deals no damage, but it is sturdy and load bearing. For instance, you can solidify an illusion to bar a door, shield creatures from a collapse, place fake guards by an entrance, create a wall to enable an escape, or allow your allies to cross a chasm. \pagebreak ## Bladedancer Originally a martial discipline known only to elves, bladedancing incorporates acrobatic maneuvers, swift swordplay, and spellcasting into a deadly and graceful dance. By empowering their bodies using arcane power, bladedancers become unstoppable whirlwinds of magic and steel. Passed down from master practitioner to apprentice, bladedancing is a combat art that awes allies, terrifies foes, and becomes an unforgettable sight to all. ### 3rd Level: Bladedance You have learned a secret technique that allows you to use magic to empower your battle prowess with uncanny speed, agility, and situational awareness. So long as you are not wearing medium or heavy armor or a shield, you can use a bonus action to expend a spell slot of any level to gain the following benefits for 1 minute. * You gain a bonus to your AC equal to twice the level of the spell slot spent (maximum of +6). * You gain temporary hit points equal to five times the level of the spell slot spent. * Your movement speed increases by 5 feet per level of the spell slot spent, and it doesn’t trigger attacks of opportunity. * You can use Intelligence, instead of Strength or Dexterity, for the attack and damage rolls of your finesse and thrown weapons. * You have advantage on Acrobatics and Athletics checks. Your bladedance ends early if you are incapacitated, if you don medium or heavy armor or a shield, or wield a weapon with the heavy property. You can also dismiss it at any time you choose (no action required). ### 3rd Level: Warsong You are trained in an elegant and balletic martial art pioneered by ancient elves. You gain training with light armor and proficiency with one melee weapon of your choice with the finesse property. You can use the chosen weapon as an arcane focus. In addition, you gain one proficiency in each the Acrobatics and Performance skills. \columnbreak ### 6th Level: Attack Chassé You can attack twice, instead of once, whenever you take the Attack action on your turn, and you can cast a cantrip you have prepared in place of one of those attacks. In addition, attacks you make while your bladedance is active count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks and damage. ### 10th Level: Defensive Pivot Your combat expertise has honed your reflexes and awareness. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you take no damage if you succeed on the saving throw, and only half damage if you fail. In addition, when you take damage while your bladedance is active, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level. ### 14th Level: Dance of Death Your magic can empower your body to unleash a torrent of swift and acrobatic strikes. As a bonus action while your Bladedance is active, you can expend a spell slot of any level and choose a damage type from cold, fire, force, lightning, or radiant. Until the end of your turn, the next time you take the attack action each attack deals an extra 1d6 damage of the chosen type, and you can attack an additional number of times equal to the level of the spell slot spent. If you use your movement in between these attacks, it only costs you 1 foot of speed to move 2 feet. \pagebreak ## Mesmerist To be a mesmerist is to study how magic alters and affects the mind. Such wizards leverage their prowess in the school of Enchantment to bewitch and enthrall others. Some are arcane philosophers on a quest to unlock the secrets of consciousness and cognition, others cunning negotiators who shape social interactions for good or ill, and a few are charismatic manipulators who would subdue another’s will into their service. ### 3rd Level: Bewitching Presence Your presence is enhanced with an aura of magical glamour. You always have the *Friends* cantrip prepared and you can cast it as a bonus action without requiring verbal or material components. In addition, when you make a Charisma check, you can add your Intelligence modifier to the roll. ### 3rd Level: Enchantment Specialist The spell save DC for Enchantment spells you cast increases by an amount equal to half your Charisma modifier, rounded up (minimum of +1). In addition, whenever you add a spell to your spellbook, the gold cost and time you must spend to add an Enchantment spell to your spellbook is halved. ### 3rd Level: Hypnotic Eye Your hypnotizing words and compelling gaze can magically entrance a creature you can see. As an action, choose one creature that can see or hear you within 15 feet of you. The target must succeed on a Wisdom saving throw against your Wizard spell save DC or be Stunned until the end of your next turn. While stunned in this way, the creature becomes susceptible to your influence and makes saving throws against Enchantment spells you cast with disadvantage. You can use this feature a number of times equal to your Charisma modifier (minimum of one), and you regain all expended uses when you finish a short rest. \columnbreak ### 6th Level: Insidious Charm Your ability to alter a creature's mind is unmatched. When you cast an Enchantment spell on a creature while it is stunned by your Bewitching Presence and that creature fails its save against it, the duration of that spell is doubled. In addition, that creature will be unaware of being magically influenced by you after the spell expires even if that spell specifies otherwise. At any point before the spell expires, you can expend one use of your Bewitching Presence to further influence that creature. If you do so, you can erase up to 10 minutes from the target's memories, replacing them with a different memory of your choice. Creatures that can't be charmed are immune to this effect, and a *remove curse* or *greater restoration* spell cast on the target restores the creature's true memory. ### 10th Level: Glamour Aegis Your ability to manipulate the senses allows you to erase yourself from a creature’s mind. As an action, you can force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failure, the target forgets your existence and can’t see, hear, or smell you for a number of minutes equal to your Charisma modifier (minimum of 1). This effect ends early if you dismiss it as a bonus action, touch or deal damage to the target, or cast a spell that forces the target to make a save. Creatures that can't be charmed are immune to this effect. Once you use this feature, you can’t use it again until you finish a short rest. ### 14th Level: Enthralling Dominance Your enchantment prowess has grown so powerful no mind is closed to you. When you cast an enchantment spell of up to 5th level that can target a creature, you can target an additional creature within range of the spell. In addition, while a creature that can’t be charmed is stunned by your Bewitching Presence, it loses its immunity to Charm against your class features, feats, species traits, and spells, making saves against them (if any) with advantage. \pagebreak ## Warmage A warmage’s studies are devoted to the deployment and application of offensive magic. This entails a focus on the field of Evocation and extensive studies on how magic creates effects in the physical world, often with explosive results. While many find employment or sponsorship within military organizations, others wield this destructive power as a means to protect the less fortunate, or in search of intellectual and monetary treasure as adventurers. ### 3rd Level: Evocation Specialist Once per turn, whenever you cast an Evocation cantrip, you can add your Intelligence modifier to one damage roll of that cantrip. In addition, whenever you add a spell to your spellbook, the gold cost and time you must spend to add an Evocation spell to your spellbook is halved. ### 3rd Level: Strategic Casting You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to your Intelligence modifier (minimum of 1). 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. \columnbreak ### 6th Level: Cantrip Sniper You can weave damaging cantrips with uncanny skill and precision. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. ### 10th Level: Arcane Riposte You have mastered the art of retaliatory magic. As a reaction when an attack roll misses you or you make a successful saving throw against a spell, you can cast one damaging cantrip that you have prepared if you are not incapacitated and you are able to cast spells. You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses when you finish a long rest. ### 14th Level: Overchannel You have learned to use your body as a conduit of magical energy to empower your spells. When you cast an Arcane spell of up to 5th level that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12. Damage you take in this way ignores Resistance and Immunity.