Alternate Wizard

by laserllama

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Alternate Wizard

The Wizard

A tiny halfling lowered the
hood of his azure robe as he
drew his gem encrusted wand
from his sleeve. Focusing on the
charging bandit leader, he muttered a
spell in Elvish, and an irridescent blast
of light burst from his wand. The bandit
captain fell to the ground, clawing at his
eyes that had been blinded by the spell.

Drawing out the final runes on a magic
circle on the ground, an elvish sage prepared
to recite the incantation that would bind the
ancient fey spirit to her service. In a flash of
light and burst of cold, a Lord of the Unseelie
Court appeared before her, bound to the circle.
The elven summoner unfurled another ancient
scroll and began the incantation which would
would bind the faerie to her service.

A stark white owl flew in front of the full moon and
came to rest on the outstretched arm of an impossibly
old man. The owl, his familiar, rested weightless on the
sage's arm as he expertly transcribed the arcane runes
from the ancient tablet into his grimoire of spells. After
he finished, he slowly stood, grasped his staff, and began
to cast the spell he had just transcribed.

All three of the magicians described here are Wizards, sages who through careful study learn to manipulate the forces of the multiverse to perform spells and rituals.

Scholars of the Arcane

Wizards use their incredible genius to decode the laws of the multiverse, then manipulate the same laws to produce spells. Traditional wizardy divides the types of magic into eight Spell Schools: Abjuraiton, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Trasmutation. Each of these schools with its own unique theorems, esoteric rules, and magical abilities, and the Wizards who master them.

While all Wizards have a basic knowledge and know some spells from each school of magic, they always choose a single school as their focus. In pursuit of mastery over their chosen magical specialty, Wizards will search the multiverse for any knowledge that could aid in advancing their arcane research.

Independent Magicians

Unlike all other practitioners of the arcane arts, Wizards earn their magical abilities through sheer dedication and research. While other channelers of occult and divine magic are gifted with, inherit, or bargain for their power, Wizards unlock their spellcasting with no supernatural help. Often apprenticed to an elder of the same arcane tradition or studying in a formal school of magic, a Wizard will learn all they can before they can before striking out to advance their knowledge alone.

The call of undiscovered knowledge, potential power, and forgotten secrets eventually draws a Wizard from the safety of their university or tower, and out into the world. Wizards take up adventuring as part of their quest to understand the multiverse, and the magical knowledge that is only found in the ancient tombs of arcane sages and the forgotten ruins of
    empires whose knowledge eclipses that of modern sages.

Creating
Your Wizard

When creating a Wizard, consider what drives their pursuit of arcane knowledge. Are they the eldest child of a noble house who was molded from birth to become a powerful wielder of the arcane arts? Are they a self-taught magician who found a Spellbook and decoded the esoteric theorems within? Or, are they simply an average student at a wizarding academy?

Also, consider the visual aesthetics of your spells. As magic is an expression of its channeler, it varies by the Wizard. Do your spells appear as crimson flashes of ruthlessly efficient light? Are they luminescent manifestations of beauty and art?

Multiclassing and the Wizard

If your group uses multiclassing, here's what you need to know if you take a level in the Wizard class.

Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in the Wizard class, or to take a level in another class if you are already a Wizard.

Proficiencies Gained. If Wizard is not your initial class, you gain no proficiencies of any kind when you take your first level as a Wizard.

Spellcasting. Add all of your levels in the Wizard class to the appropriate levels from other classes to determine available spell slots.

The Wizard
Level      PB      Features Cantrips
  Known  
 1st   2nd   3rd   4th   5th   6th   7th   8th   9th 
1st +2 Arcanist, Spellcasting 3 2
2nd +2 Studious Recovery 3 3
3rd +2 Arcane Tradition 3 4 2
4th +2 Ability Score Increase 4 4 3
5th +3 New Mastered School 4 4 3 2
6th +3 Tradition Feature 4 4 3 3
7th +3 Signature Spell (1) 4 4 3 3 1
8th +3 Ability Score Increase 4 4 3 3 2
9th +4 New Mastered School 4 4 3 3 3 1
10th +4 Tradition Feature 5 4 3 3 3 2
11th +4 Signature Spell (2) 5 4 3 3 3 2 1
12th +4 Ability Score Increase 5 4 3 3 3 2 1
13th +5 New Mastered School 5 4 3 3 3 2 1 1
14th +5 Tradition Feature 5 4 3 3 3 2 1 1
15th +5 Signature Spell (3) 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Increase 5 4 3 3 3 2 1 1 1
17th +6 New Mastered School 5 4 3 3 3 2 1 1 1 1
18th +6 Archmage 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 Arcane Mastery 5 4 3 3 3 3 2 2 1 1

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, quarterstaffs
  • Tools: calligrapher's supplies

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two of the following: Arcana, History, Insight, Investigation, Medicine, Nature, and Religion

Starting Equipment

As a Wizard, you start with the following equipment, along with the equipment granted to you 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 with 100 pages, a quill, and a robe

Quick Build

You can make a Wizard quickly by using these suggestions: First, make Intelligence your highest ability score, followed by Dexterity. Second, choose the Sage background. Finally,
    choose to learn the firebolt and prestidigitation Cantrips.

Arcanist

You understand the arcane and esoteric as well as any mortal being can. At 1st level, you gain proficiency in Arcana. If you are already proficient in Arcana, you instead add double your proficiency bonus to your Intelligence (Arcana) checks.

Spellcasting

Through your research, study, and practice you have learned to manipulate the forces of reality to cast spells. At 1st level, you gain the features below and create your own Spellbook:

Mastered Schools

Arcane magic is divided into eight traditional Spell Schools: Abjuraiton, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation; each with its own unique theorems, esoteric rules, and magical abilities.

At 1st level, you gain unique insights into one Spell School of your choice from the list above, your Mastered School.

You gain one additional Mastered School of your choice at 5th, 9th, 13th, and 17th level in this class. Whenever you gain a new Mastered School after your first, you can forgo the new School to add three new Wizard spells to your Spellbook (see below), all from previously Mastered Schools.

Cantrips

At 1st level, you know three Cantrips from the Wizard spell list, one of which must be from your Mastered School. You learn another Wizard Cantrip of your choice from any Spell School at 4th level, and again at 10th level in this class.

Wizard's
Spellbook

You have compiled yourself an Arcane Spellbook,
a tome of arcane lore with its own secret notation unique
to you. It can only be read by you, or another Wizard if they are able to decipher your notation. You determine what your Spellbook looks like, but it must be a Tiny object capable of storing written information.

At 1st level, your Spellbook contains six 1st-level Wizard spells, two of which must be from your Mastered School.

Copying Additional Spells

As you adventure, you may discover additional Wizard spells recorded in ancient scrolls or hidden away in esoteric tomes.

When you discover such a spell of 1st-level or higher, you can copy it into your Spellbook if the spell is a level for which you have spell slots as shown on the Wizard class table. To do so, it takes you 2 hours per level of the spell. This represents all of the experimentation, deciphering, and arcane notations that are necessary for you to understand this new spell.

If you copy a new Wizard spell from one of your Mastered Schools, the time required to copy that spell is halved.

Replacing your Spellbook

You can copy Wizard spells from your Spellbook into another Spellbook only needing to spend 1 hour per level of the spell, as your own arcane notation is easier to decipher. This also is halved for spells from your Mastered Schools.

If your Spellbook is lost, you can use this same procedure to transcribe the Wizard spells you currently have prepared into a new Spellbook. The knowledge of all other spells from your Spellbook is lost. For this reason, many Wizards create multiple copies of their Spellbook.

Spellcasting Focus

You can use either an Arcane Focus or your Spellbook as the spellcasting focus for Wizard the spells you have prepared.

Spellcasting Restrictions

Because of the delicate and precise gestures required to cast spells, you cannot cast Wizard spells while you are wearing
    armor or wielding a shield, unless a feature says otherwise.

Preparing &
Casting Spells

The Wizard table above shows how many spell slots you have to cast spells. To cast a Wizard spell of 1st-level or higher, you must expend a slot of the spell's level or higher. You regain all of your expended spell slots when you finish a long rest.

During each long rest, you prepare the list of Wizard spells that are available for you to cast by studying your Spellbook. When you do so, you choose a number of Wizard spells from your Spellbook equal to your Wizard level + your Intelligence modifier (minimum of 1). This process of memorization and study takes 1 minute per each level of spell you prepare.

Learning Spells of 1st-level & Higher

When you gain a Wizard level, you add two Wizard spells of your choice to your Spellbook at no cost, one of which must be from a Mastered School. The spells must be of a level for which you have spell slots, as shown on the Wizard table.

Spells added to your Spellbook this way reflect the arcane research you conduct, as well as intellectual breakthroughs you have had about the nature of magic and the multiverse.

Ritual Casting

Your understanding of the arcane arts allows you to perform ritual magic. You can cast any Wizard spell in your Spellbook as a ritual, so long as it has the ritual tag, even if not prepared.

Spellcasting Ability

As you learned your magic through research and study, your Intelligence is the spellcasting ability for your Wizard spells. Use Intelligence if one of your Wizard spells refers to your spellcasting ability, Spell save DC, or Spell attack modifier.

Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier

Spell attack modifier = your proficiency bonus
+ your Intelligence modifier

Studious Recovery

Starting at 2nd level, you can study your Spellbook to regain some of your potential. During the course of a short rest, you can regain a single expended spell slot of a level equal to your Intelligence modifier or lower (minimum of 1st-level).

Arcane Tradition

At 3rd level, you choose the Arcane Tradition that represents your magical knowledge from the list here: Abjurer, Conjurer, Evoker, or Transmuter, all of which are detailed below.

Your Arcane Tradition grants you features at 3rd level, and again when you reach 6th, 10th, and 14th level in this class.

Ability Score Improvement

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, or two ability scores by 1. As normal, you can't increase
    one of your ability scores above 20 using this feature.

Signature Spell                                  

         Your research has led you to the discovery of a spell that
                 is known only to you, a Signature Spell. At 7th level,
                   choose one spell in your Spellbook of 2nd-level or
                    lower from one of your Mastered Spell Schools to
                   become your Signature Spell.

You can modify this spell in any number of the ways below,
  but you cannot modify it so that its spell level is greater then
  the level for which you have spell slots on the Wizard table.

  Once modified, you lose the ability to cast the normal spell
   unless you copy the original spell into your Spellbook again.
  The spell is also renamed to reference you as its creator and
  its modified power. Another Wizard can copy your Signature
  Spell
following the normal rules for copying spells.

   At certain Wizard levels, your study results in additional
  Signature Spells, following these guidelines: at 11th-level
  you create a new Signature Spell of 3rd-level or lower, and
  at 15th-level you gain a Signature Spell of 5th-level or lower.

  Alternatively, whenever you create a new Signature Spell, you can select a previous Signature Spell and modify it again.

Casting Time

If the spell has a casting time of one action, it becomes one bonus action, but the spell level of this spell increases by 1.

Components

You remove components from the spell. It must have at least one remaining component. You cannot remove components that are consumed or have a gold cost. For each component you remove, the level of this spell increases by 1.

Concentration

The level of this spell increases by 1, but if you fail a saving throw to maintain your concentration on this spell you can use your reaction to automatically succeed instead.

Damage

You replace all the damage dealt by the spell with either acid, cold, fire, lightning, poison, necrotic, or thunder damage.

Ritual

If the spell lacks the Ritual tag, it has a casting time of one action or one bonus action, and it does not have a material component with a gold cost, it becomes a ritual spell for you.

Shape

You modify the shape of a spell that normally targets a cone, cube, cylinder, line, or sphere to target an area of equivalent size (the same number of 5-foot squares) but a new shape.

Custom Signature Spells

At the discretion of your DM, a Wizard may be able to modify their Signature Spell in ways not detailed here, or even create a completely original Signature Spell. New spells need to be invented somehow!

When modifying (or creating) a spell in this way, the DM should be attentive to the effects of spells of the same level from the same Spell School. Any spell that is questionably powerful should have it's spell level increased corresponding to its power.

Archmage

You have mastered the lofty heights of arcane knowledge.
At 18th level, choose two spells of 1st or 2nd-level, from a Mastered School, that you have in your Spellbook. These
spells are always prepared, but they don't count against the number of spells you prepare each day. You can cast these spells at their lowest level without expending a spell slot.

You can replace one of these spells following the same
guidelines by spending 8 hours studying your Spellbook.

Arcane Mastery

You are an unparalleled master of arcane arts who bends
reality itself their will. At 20th level, you are considered to
always have every spell in your Spellbook prepared.

Wizard Spell List

Below are the spells available to the Wizard, organized by
spell level. They are in the Player's Handbook, Xanathar's Guide to Everything *, Tasha's Cauldron of Everything **,
and the laserllama Spell Compendium LL, a tome of
both new and alternate versions of official spells.

All spells have their School listed in abbreviated form:

   
Abj Abjuration
Con Conjuration
Div Divination
Enc Enchantment
   
Evo Evocation
Ilu Illusion
Nec Necromancy
Tra Transmutation

Cantrips (0-level Spells)

School Spell
Abj blade ward LL
Abj resistance LL
Con create bonfire *
Con frostbite *
Con infestation *
Con mage hand
Div guidance LL
School Spell
Div message
Div true strike LL
Enc friends LL
Enc mind sliver **
Evo acid splash LL
Evo fire bolt
Evo lightning lure LL
School Spell
Evo ray of frost
Evo shocking grasp
Evo thunderclap *
Ilu dancing lights
Ilu light
Ilu minor illusion
Nec chill touch
School Spell
Nec poison spray LL
Tra beckon air LL
Tra control flame LL
Tra mending
Tra mold earth LL
Tra prestidigitation
Tra shape water LL

1st-level Spells

School Spell
Abj absorb elements *
Abj alarm (r)
Abj mage armor
Abj prot. evil & good
Abj shield LL
Abj snare *
Con find familiar (r)
Con floating disk (r)
Con fog cloud
Con grease
School Spell
Con ice knife *
Con unseen servant (r)
Div comprehend lang.
Div detect magic (r)
Div identify (r)
Div magic missile
Enc catapult *
Enc charm person
Enc hideous laughter
Enc sleep
School Spell
Evo arcane lance LL
Evo burning hands
Evo caustic brew **
Evo chromatic orb *
Evo thunderwave
Evo torrent LL
Evo witch bolt LL
Ilu color spray
Ilu disguise self
Ilu illusory script (r)
School Spell
Ilu silent image
Nec cause fear *
Nec false life
Nec inflict wounds
Nec ray of sickness
Tra earth tremor *
Tra expeditious retreat
Tra feather fall
Tra jump LL
Tra longstrider

2nd-level Spells

School Spell
Abj earthbind *
Abj lock/unlock LL
Abj rope trick
Con cloud of daggers
Con continual flame
Con dust devil *
Con flaming sphere
Con misty step
Con web
Div augury (r)
Div darkvision
Div detect thoughts
School Spell
Div locate creature LL
Div locate object
Div mind spike *
Div see invisibility
Enc crown of madness
Enc hold person
Enc levitate
Enc mind whip **
Enc suggestion
Evo acid arrow
Evo arcane scorcher *
Evo gust of wind
School Spell
Evo pyrotechnics
Evo scorching ray
Evo shatter
Evo snowball swarm *
Evo warding wind *
Ilu blur
Ilu darkness
Ilu invisibility
Ilu magic aura
Ilu magic mouth (r)
Ilu mirror image
Ilu phantasmal force
School Spell
Ilu skywrite (r)
Nec blindness/deafness
Nec gentle repose (r)
Nec ray of enfeeblement
Nec shadow blade *
Tra alter self
Tra dragon's breath *
Tra earthen grasp *
Tra enhance ability
Tra enlarge/reduce
Tra magic weapon LL
Tra spider climb

3rd-level Spells

School Spell
Abj counterspell LL
Abj dispel magic
Abj prot. from energy
Abj glyph of warding
Abj magic circle
Abj remove curse
Abj tiny hut LL
Con sleet storm
Con summon fey **
Con summon shadow **
School Spell
Con thunder step *
Con wall of sand *
Con wall of water *
Div clairvoyance
Div nondetection
Div sending
Div speak with dead
Enc enemies abound *
Enc fear
Enc intellect fortress **
Evo fireball
School Spell
Evo lightning bolt
Evo minute meteors *
Evo stinking cloud
Evo tidal wave *
Ilu feign death (r)
Ilu hypnotic pattern LL
Ilu major image
Ilu phantom steed (r)
Nec animate dead
Nec bestow curse
Nec life transference *
School Spell
Nec summon undead **
Nec vampiric touch
Tra blink
Tra erupting earth *
Tra fly
Tra gaseous form
Tra haste
Tra slow
Tra tiny servant *
Tra water breathing (r)

4th-level Spells

School Spell
Abj banishment
Abj private sanctum
Abj resilient sphere
Abj secret chest
Abj stoneskin
Con dimension door
Con sum. aberration **
School Spell
Con sum. construct **
Con sum. elemental **
Con wall of fire
Div arcane eye
Div divination (r)
Enc charm monster
Enc confusion
Evo fire shield
School Spell
Evo ice storm
Evo sickening radiance
Evo storm sphere
Evo vitriolic sphere *
Evo watery sphere *
Ilu faithful hound
Ilu greater invisibility
Ilu hallucinatory terrain
School Spell
Ilu phantasmal killer
Nec blight
Tra control water *
Tra elemental bane *
Tra fabricate
Tra polymorph LL
Tra stone shape

5th-level Spells

School Spell
Abj planar binding
Abj wall of force LL
Con arcane hand
Con conjure elemental
Con far step
Con infernal calling
Con teleportation circle
Div cont. other plane
School Spell
Div legend lore
Div scrying
Enc dominate person
Enc geas
Enc hold monster
Enc modify memory
Enc synaptic static *
Enc telekinesis
Enc telepathic bond (r)
School Spell
Evo cloudkill
Evo cone of cold
Evo dawn
Evo immolation *
Ilu creation
Ilu dream
Ilu mislead
Ilu seeming
Nec danse macabre *
School Spell
Nec enervation
Nec neg. energy flood *
Tra animate objects
Tra control winds *
Tra passwall
Tra skill empowerment*
Tra transmute rock
Tra wall of stone

6th-level Spells

School Spell
Abj contingency
Abj globe of invul.
Abj guards and wards
Con arcane gate
Con instant summons
Con scatter
Con summon fiend **
School Spell
Con wall of ice
Div true seeing
Enc mass suggestion
Evo chain lighting
Evo disintegrate
Evo freezing sphere
Evo sunbeam
School Spell
Ilu eyebite
Ilu mental prison
Ilu programmed illusion
Nec circle of death
Nec create undead
Nec magic jar
Nec soul cage *
School Spell
Tra create homunculus *
Tra flesh to stone
Tra investiture of flame *
Tra investiture of ice *
Tra investiture of stone *
Tra investiture of wind *
Tra move earth

7th-level Spells

School Spell
Abj magnificent mansion
Abj symbol
Con forcecage LL
Con plane shift
School Spell
Con teleport
Enc power word: pain
Evo arcane sword
Evo crown of stars *
Evo delayed blast fireball
School Spell
Evo prismatic spray
Ilu mirage arcane
Ilu project image
Ilu simulacrum
Nec finger of death
School Spell
Tra etherealness
Tra reverse gravity
Tra sequester
Tra whirlwind

8th-level Spells

School Spell
Abj antimagic field
Abj mind blank
Con demiplane
Con maze
School Spell
Con mighty fortress
Div telepathy
Enc antipathy/sympathy
Enc dominate monster
Enc feeblemind
School Spell
Enc power word: stun
Evo incendiary cloud
Evo sunburst
Ilu illusory dragon *
Ilu maddening dark *
School Spell
Nec clone
Nec horrid wilting *
Tra control weather
Tra mass polymorph LL

9th-level Spells

School Spell
Abj imprisonment
Abj invulnerability *
Con blade of disaster **
Con gate
School Spell
Div foresight
Div time stop
Enc psychic scream *
Evo meteor swarm
School Spell
Evo prismatic wall
Ilu shapechange
Ilu weird LL
Nec astral projection
School Spell
Nec power word: kill
Tra true polymorph
wish

Arcane Traditions

Choose the Arcane Tradition from the options below that best represents your Wizard's arcane knowledge and spellcraft:

   
Abjurer Evoker
Conjurer Transmuter

Abjurer

Abjurers are masters of magic that safeguards, banishes, and thwarts hostile magical creatures, spells, and effects. Known for their ability to reverse potent enchantments and combat extraplanar entities, Abjurers are sought out to reverse alien incursions into the material plane and banish evil creatures.

Arcane Ward

3rd-level Abjurer Tradition feature
You can siphon residual abjuration magic to create an Arcane Ward around yourself. When you spend a spell slot to cast an Abjuration spell, you can siphon some of its residual power to cloak yourself in an Arcane Ward, which persists until the end of your next long rest.

On creation, your Arcane Ward has a number of hit points equal to twice your Wizard level + your Intelligence modifier.

Whenever you take damage, your Arcane Ward takes it in your place. If your Ward is reduced to 0 hit points, you take any residual damage. While at 0 hit points, the magic of the Arcane Ward remains, but it cannot absorb any damage.

Whenever you expend a spell slot to cast an Abjuration spell, your Arcane Ward regains hit points equal to twice the level of the spell slot expended. You can also use your bonus action to expend a spell slot and cause your Ward to regain hit points equal to twice the level of the slot expended.

Once you create your Arcane Ward, you
cannot create another until
you finish a long rest.

Scholar of Abjuration

3rd-level Abjurer Tradition feature
You are a dedicated student of Abjuration magic. Abjuration is now one of your Mastered Schools of magic. If Abjuration was already one of your Mastered Schools, you gain another Mastered School of your choice.

You also choose two Abjuration spells of 2nd-level or lower from the Wizard spell list to add to your Spellbook.

Projected Ward

6th-level Abjurer Tradition feature
You can use the power of your Arcane Ward to defend others. When a creature that you can see within 30 feet of you takes damage, you can use a reaction to cause your Arcane Ward to absorb that damage. If this damage reduces your Ward to 0 hit points, the original target takes any residual damage.

Empowered Abjuration

10th-level Abjurer Tradition feature
Your knowledge of Abjuration magic allows you to utilize it better than most. You add counterspell LL and dispel magic to your Spellbook if they were not already there. If you already had them in your Spellbook, you add one Abjuration spell of your choice to your Spellbook for each that was there.

Whenever you make an ability check as part of either spell you can add your proficiency bonus to your roll.

Your Arcane Ward also gains resistance to all non-magical bludgeoning, piercing, and slashing damage.

Master of Abjuration

14th-level Abjurer Tradition feature
Your mastery over Abjuration magic has infused your mortal form with an innate magical ward. You have advantage on all
                               saving throws against spells, and resistance
                                      to all damage dealt by spells.

Conjurer

As a student of Conjuration you specialize in spellcraft
that conjure creatures, objects, and energy from other
planes. As your powers as a Conjurer grow, you learn to
create things from nothing, call powerful extraplanar creatures to your aid, and teleport yourself and your
allies across vast distances in an instant.

Scholar of Conjuration

3rd-level Conjurer Tradition feature
You are a student of Conjuration magic. Conjuration
is now one of your Mastered Schools of magic. If you
already Mastered the School of Conjuration, you gain
another Mastered School of your choice.

You also add two Conjuration spells of your choice,
of 2nd-level or lower from the Wizard spell list, to your
Spellbook when you adopt this Arcane Tradition.

Minor Conjuration

3rd-level Conjurer Tradition feature
You can draw on your knowledge of Conjuration magic
to conjure temporary objects from nothing. As an action,
you can instantly conjure a single Tiny inanimate object
in your hand, or in an unoccupied space on the ground
that you can see within 10 feet of you.

To conjure an object you must have seen the object
before, and be familiar with its makeup. If you conjure
an object that would require specific skills to craft, you
must be proficient in the corresponding artian's tools.
You cannot conjure copies of magic items.

Any object you conjure is visibly magical, and radiates
dim light in a 5-foot radius. It has a number of hit points
equal to your Wizard level, and its Armor Class is equal
to your Intelligence score. The object disappears after
1 hour, or when it is reduced to 0 hit points, or if you
use this feature to conjure another object.

When you use this feature you can expend a spell
slot to conjure a larger objects, determined by the level
of the spell slot you expend as shown below:

Spell Slot Size
None Tiny
1st Small
3rd Medium
Spell Slot Size
5th Large
7th Huge
9th Gargantuan

Self Transposition

6th-level Conjurer Tradition feature
You use Conjuration magic to instantly move through space. You add misty step to your Spellbook and you always have it prepared, but it does not count against your prepared spells. If you already have misty step in your Spellbook, you add one Conjuration spell of your choice to your Spellbook instead.

Moreover, you can cast misty step once between each long rest without expending a spell slot.

Whenever you cast misty step, you can force one object or creature equal to your size or smaller in range of the spell to make a Charisma saving throw against your Spell save DC.

On a failed save, you and the target instantly switch places in place of the normal effects of the misty step spell.

Creatures can willingly fail this Charisma saving throw.

Empowered
Conjuration

10th-level Conjurer Tradition feature
Your deep knowledge of Conjuration magic allows you to call increasingly powerful entities. When you cast a Conjuration spell that summons creatures or use your Minor Conjuration to create an object, one creature or object you conjure gains temporary hit points equal to twice your Wizard level.

Master of Conjuration

14th-level Conjurer Tradition feature
Your ability to conjure and control extraplanar creatures and energies is unparalleled. When you cast a Conjuration spell that summons or conjures a creature, your concentration on that spell cannot be broken by taking damage.

Evoker

While most view Evokers as channelers of destructive magic, Evokers consider themselves to be masters of arcane energy of all kinds. Scorching flames, bitter frost, crackling lightning, and caustic acid, Evokers can control it all. Powerful Evokers are a terrifying sight to behold on the field of battle, reducing their foes to smoldering heaps with their elemental magicks.

Scholar of Evocation

3rd-level Evoker Tradition feature
You are a dedicated student of Evocation magic. Evocation is now one of your Mastered Schools of magic. If Evocation was already one of your Mastered Schools, you can select another Mastered School of your choice.

You also choose two Evocation spells of 2nd-level or lower from the Wizard spell list to add to your Spellbook.

Potent Cantrip

3rd-level Evoker Tradition feature
Your deep understanding of Evocation magic increases the potency of even your minor magic. You learn one additional Evocation Cantrip of your choice form the Wizard spell list.

Also, when you cast an Evocation Cantrip that requires a spell attack roll or saving throw you gain the benefits below:

Spell Attack. When an Evocation Cantrip requires you to make a Spell Attack Roll, you add your Intelligence modifier (minimum of +1) to your damage roll against one target.

Saving Throw. When an Evocation Cantrip requires its targets to make a saving throw, creatures take half damage on a successful save, but do not suffer any additional effects,
    other than damage, imposed by the Cantrip.

Sculpt Spells

6th-level Evoker Tradition feature
Your understanding of Evocation magic allows you to shape your destructive magic to safeguard your allies. Whenever you cast an Evocation spell, you can designate a number of creatures equal to 1 + the level of the spell. These creatures are immune to the effects of your spell and take no damage on the turn that you cast the spell.

However, any effects of the spell that persist after its initial casting affect these designated creatures as normal.

Empowered Evocation

10th-level Evoker Tradition feature
Your Evocation spells are especially potent, even compared to those cast by other Wizards. Whenever you cast an Evocation spell of 1st-level or higher that requires a spell attack roll or a saving throw, the spell gains the corresponding benefits from your Potent Cantrip feature.

Master of Evocation

14th-level Evoker Tradition feature
You can channel your life force into your magic to increase its power in times of need. When you cast an Evocation spell of 5th-level or lower, you can choose for it to deal its maximum possible damage, in place of rolling.

You can use this feature once between each long rest with no adverse effects for yourself. However, each additional time you use this feature before you finish a long rest you instantly take 2d12 necrotic damage per level of the spell you cast.

This damage ignores resistance and immunity to necrotic damage, and the damage cannot be lessened in any way.

Transmuter

Transmutation is the magic of understanding, deconstructing, and reconstructing matter. However, it is not an all-powerful magic; it is impossible to create something out of nothing. As a Transmuter, you know that if you wish to obtain something, something of equal value must be sacrificed in exchange.

Scholar of Transmutation

3rd-level Transmuter Tradition feature
You are a student of Transmutation magic. Transmutation is one of your Mastered Schools of magic. If Transmutation was already one of your Mastered Schools, you can select another Mastered School of your choice.

You can also choose two Transmutation spells of 2nd-level or lower from the Wizard spell list to add to your Spellbook.

Equivalent Exchange

3rd-level Transmuter Tradition feature
You can use your knowledge of Transmutation magic to alter the physical properties of objects. As an action, you can touch a non-magical object (or part of an object) and expend a spell slot to transform its Material or Shape as detailed below:

Material. You change an object made of iron, steel, stone (not gems), or wood to another material from this same list.

Shape. You alter the shape of the object to suit your needs. You cannot add or destroy material as part of this action. The new shape of the object is crude unless you are proficient in the artisan's tools corresponding to its material makeup.

Size. The level of the spell slot you expend determines the size of the object you can change. You can alter an object that fits in a cube with sides of 1-foot per level of the spell slot.

For example, by expending a 3rd-level spell slot
you can alter any object (or part of an object) that
fits inside of a 3-foot cube.

Concentration. You must concentrate on this
change as if concentrating on a spell or the object
instantly reverts to its previous form. After
1 minute of concentration any changes
to the object become permanent.

Transmute Self

6th-level Transmuter Tradition feature
Your deep understanding of Transmutation magic allows you to make dramatic alterations to your physical form. During a long rest, you can choose one 1st-level Transmutation spell in your Spellbook that targets a creature, and perform a 1-hour ritual to make its benefits permanent for you. If it normally requires concentration, it does not when cast in this way.

The effects of this spell last until you perform this ritual on yourself again during a subsequent long rest.

Empowered Transmutation

10th-level Transmuter Tradition feature
You add polymorph LL to your Spellbook. You always have it prepared, but it does not count against your prepared spells. If you already have polymorph in your Spellbook, you add one Transmutation spell of your choice to your Spellbook instead.

Also, when you cast polymorph on yourself, its casting time becomes a bonus action. While transformed you retain your personality, Intelligence, Wisdom, and Charisma scores.

Finally, when you use your Transmute Self feature, you can now select 2nd-level Transmutation spells in your Spellbook.

Master of Transmutation

14th-level Transmuter Tradition feature
You learned the secrets necessary to create a Philosopher's Stone, a Tiny alchemical object capable of wondrous feats of Transmutation. During each long rest, you can spend 1 hour performing a ritual to create one Philosopher's Stone. This ritual renders any previous Philosopher's Stones inert.

When you cast a Wizard spell, you can expend the Stone to cast that spell at 5th-level, without expending a spell slot.

Alternatively, you can use your action cast one of the spells below at 5th-level, expending the Philosopher's Stone in place
  of a spell slot and any material components. When you cast
    a spell in this way it counts as a Wizard spell for you:

awaken
contagion
creation
mass cure wounds
raise dead
restoration LL

The Alternate

Wizard

Become the master of arcane spellcraft that you were meant to be! Master arcane magic with a reworked class spell list four Arcane Traditions!

Abjurer - Conjurer - Evoker - Transmuter

Version 1.0.0 - Created by /u/laserllama
Last Updated: October 13th, 2024

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