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Wizard

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Nero Kyusi
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0% found this document useful (0 votes)
32 views8 pages

Wizard

Uploaded by

Nero Kyusi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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W iz a r d

Clad in the silver rob es that denote her station, an


elf c lo se s her eyes to shut out the distractions o f the
battlefield and beg in s her quiet chant. Fin gers w eaving
in front o f her, she com pletes her spell and launches a
tiny bead o f fire tow ard the en em y ranks, w here it erupts
into a conflagration that engulfs the soldiers.
C h ecking and rech eck in g his w ork, a hum an scrib e s
an intricate m agic circle in chalk on the bare stone
floor, then sprin kles p ow dered iron along every line and
graceful curve. W h en the circle is com plete, he dron es a
long incantation. A hole op en s in sp ace inside the circle,
bringing a w h iff o f brim ston e from the otherw orldly
plane beyond.
Crou ch in g on the floor in a du ngeon intersection, a
gnom e tosses a handful o f sm all b on es in scribed with
m ystic sym bols, muttering a few w ord s o f p ow er over
them. C losin g his eyes to see the vision s m ore clearly,
he n ods slowly, then op en s his eyes and points dow n the
pa ssa ge to his left.
W izards are suprem e m agic-users, defined and united
as a class by the spells they cast. D raw ing on the subtle
w eave o f m agic that perm eates the cosm os, w izards cast
spells o f explosive fire, arcing lightning, subtle deception,
and brute-force m ind control. T heir m agic conjures
m onsters from other p lanes o f existence, glim p ses the
future, or turns slain foes into zom bies. Their mightiest
spells change one substance into another, call m eteors
dow n from the sky, or open portals to other w orlds.

Scholars of the A rcane


W ild and enigm atic, varied in form and function, the
pow er o f m a gic draw s students w h o seek to m aster
its m ysteries. S om e aspire to b e c o m e like the gods,
shaping reality itself. T h ou gh the casting o f a typical
spell requ ires m erely the utterance o f a few strange
w ords, fleeting gestures, and som etim es a pinch or
clum p o f exotic m aterials, th ese su rface com pon en ts
barely hint at the expertise attained after years o f
apprenticeship and cou n tless h ours o f study.
W izards live and die by their spells. Everything else
is secon dary. Th ey learn n ew sp ells as they experim ent
and g row in experience. They can also learn them from
other w izards, from ancient tom es or inscriptions,
and from ancient creatu res (such as the fey) that are
steeped in m agic.
Th e W iz a r d

— Spells Slots per Spell Level —


Proficiency Cantrips
Level Bonus Features 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 Signature Spell 5 4 3 3 3 3 2 2 1 1

T he L ure of K now ledge Q u ic k Bu il d


You can m ake a w izard quickly by follow in g these
W iz a rd s’ lives are seld om m undane. T h e closest a
suggestion s. First, Intelligence should be your highest
w izard is likely to c om e to an ordinary life is w orkin g
ability score, follow ed by Constitution or Dexterity.
as a sage or lectu rer in a library or university, teaching
If you plan to join the S c h o o l o f Enchantm ent, m ake
others the secrets o f the multiverse. Other w izard s sell
C harism a your next-best score. S econ d , c h o o s e the sage
their serv ices as diviners, serve in m ilitary forces, or
background. Third, c h o o s e the mage hand, light, and
pursue lives o f crim e or dom ination.
ray o f frost cantrips, along with the follow in g 1st-level
But the lure o f kn ow led ge and p ow er calls even the
sp ells for your sp ellbook : burning hands, charm person,
m ost unadventurous w iza rd s out o f the safety o f their
feather fall, mage armor, magic missile, and sleep.
libraries and laboratories and into cru m blin g ruins and
lost cities. M ost w izards believe that their counterparts
in ancient civilizations k n ew secrets o f m agic that have C lass Features
been lost to the ages, and d iscov erin g th ose secrets A s a w izard, you gain the follow in g class features.
cou ld u n lock the path to a pow er greater than any m agic
available in the present age. H it Po in t s
Hit Dice: 1d6 per w izard level
C r e a t in g a W iz a r d __________ Hit Points at 1st Level: 6 + your Constitution m odifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Creating a w izard character dem ands a backstory
Constitution m odifier per w izard level after 1st
dom inated by at least on e extraordinary event. H ow
did your character first co m e into contact with m agic?
P r o fic ie n c ie s
H ow did you d iscover you had an aptitude for it? D o
Arm or: N one
you have a natural talent, or did you sim ply study
Weapons: D aggers, darts, slings, quarterstaffs,
hard and practice incessantly? Did you encounter a
light c ro s sb o w s
m agical creature or an ancient tom e that taught you the
Tools: N one
ba sics o f m agic?
W hat drew you forth from your life o f study? D id your Saving Throws: Intelligence, W isd om
first taste o f m agical k n ow led ge leave you hungry for Skills: C h oose tw o from A rcana, History, Insight,
m ore? Have you received w ord o f a secret repository Investigation, M edicine, and R eligion
o f kn ow led ge not yet plundered by any other w izard?
Perhaps y ou ’re sim ply eager to put your new found
m agical skills to the test in the face o f danger.
E q u ip m ent Sp e l l b o o k
You start with the follow in g equipm ent, in addition to At 1st level, you have a sp ellb ook contain in g six 1st-level
the equipm ent granted by your background: w izard spells o f your choice.

• (a) a quarterstaff or (b) a dagger


P r e p a r in g and C a s t in g Spells
• (a) a com pon en t pou ch or (b) an arcane focu s
T h e W izard table sh ow s h ow m any spell slots you have
• (a) a sch ola r’s pack o r (b) an explorer’s pack
to cast your spells o f 1st level and higher. To cast on e o f
• A sp ellb ook
these spells, you m ust expend a slot o f the sp ell’s level
or higher. You regain all expen ded spell slots w hen you
Spellcastin g
finish a lon g rest.
A s a student o f arcan e m agic, you have a sp ellb ook You prepare the list o f w izard spells that are available
contain in g spells that sh ow the first glim m erings of for you to cast. To do so. c h o o s e a num ber o f w izard
your true pow er. S e e chapter 10 for the general rules of spells from your sp ellb ook equal to your Intelligence
sp ellcastin g and chapter 11 for the w izard spell list. m odifier + your w izard level (m inim um o f on e spell). The
spells must be o f a level for w hich you have spell slots.
C a n t r ip s
For exam ple, if you're a 3rd-level w izard, you have
At 1st level, you k n ow three cantrips o f your ch oice four 1st-level and tw o 2nd-level spell slots. W ith an
from the w izard spell list. You learn additional w izard Intelligence o f 16, your list o f prepared sp ells can
cantrips o f your ch oice at higher levels, as sh ow n in the include six spells o f 1st or 2nd level, in any com bination,
Cantrips K n ow n colum n o f the W izard table. ch osen from your sp ellbook . If you prepare the 1st-level
spell magic missile, you can cast it using a 1st-level or a
Yo u r S pellb o o k 2nd-level slot. Casting the spell d oesn ’t rem ove it from
The spells that you add to your spellbook as you gain levels your list o f prepared spells.
reflect the arcane research you conduct on your own, as well You can change your list o f prepared spells w hen
as intellectual breakthroughs you have had about the nature you finish a long rest. P reparin g a n ew list o f w izard
o f the multiverse. You might find other spells during your spells requires tim e spent studying your sp ellb ook and
adventures. You could discover a spell recorded on a scroll in
m em orizin g the incantations and gestures you m ust
an evil wizard's chest, for example, or in a dusty tome in an
m ake to cast the spell: at least 1 m inute per spell level
ancient library.
for each spell on your list.
Copying a Spell into the Book. When you find a wizard spell
o f 1st level or higher, you can add it to your spellbook if it is
Sp e l l c a s t in g A b il it y
of a level for which you have spell slots and if you can spare
the time to decipher and copy it. Intelligence is your sp ellcastin g ability for your w izard
Copying a spell into your spellbook involves reproducing spells, sin ce you learn your sp ells through dedicated
the basic form o f the spell, then deciphering the unique study and m em orization. You use your Intelligence
system o f notation used by the wizard who wrote it. You w hen ever a spell refers to your sp ellcastin g ability.
must practice the spell until you understand the sounds In addition, you u se your Intelligence m odifier w hen
or gestures required, then transcribe it into your spellbook setting the saving th row D C for a w izard spell you cast
using your own notation. and w hen m akin g an attack roll w ith one.
For each level o f the spell, the process takes 2 hours and
costs 50 gp. The cost represents material components you Spell save D C = 8 + your proficiency bonus +
expend as you experiment with the spell to master it, as well your Intelligence modifier
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 Spell attack modifier = your proficiency bonus +
other spells. your intelligence modifier
Replacing the Book. You can copy a spell from your own
spellbook into another book— for example, if you want R it u a l C a s t in g
to make a backup copy o f your spellbook. This is just like You ca n cast a w izard spell as a ritual if that spell has
copying a new spell into your spellbook, but faster and easier, the ritual tag and you have the spell in your sp ellbook .
since you understand your own notation and already know You don't n eed to have the sp ell prepared.
how to cast the spell. You need spend only 1 hour and 10 gp
for each level o f the copied spell. Sp e l l c a s t in g Fo c u s
If you lose your spellbook, you can use the same procedure You can use an arcane focu s (found in chapter 5) as a
to transcribe the spells that you have prepared into a new
spellcastin g focu s for your w izard spells.
spellbook. Filling out the remainder o f your spellbook
requires you to find new spells to do so, as normal. For this
L e a r n in g Spe lls of 1s t L evel an d H ig h e r
reason, many wizards keep backup spellbooks in a safe place.
E ach tim e you gain a w izard level, you can add tw o
The Book’s Appearance. Your spellbook is a unique
compilation o f spells, with its own decorative flourishes and w izard spells o f your ch oice to your sp ellbook . Each
margin notes. It might be a plain, functional leather volume o f these spells must b e o f a level for w hich you have
that you received as a gift from your master, a finely bound spell slots, as sh ow n on the W izard table. O n your
gilt-edged tome you found in an ancient library, or even a adventures, you m ight find other spells that you can add
loose collection o f notes scrounged together after you lost to your sp ellb ook (see the “Your S p e llb o o k ” sidebar).
your previous spellbook in a mishap.
A rcane R ecovery the ages have cataloged thousands o f spells, grouping
them into eight categories called sch ools, as d escrib ed
You have learn ed to regain som e o f your m agical energy
in chapter 10. In som e places, these traditions are
by studying your sp ellbook . O n ce p er day w hen you
literally sch ools; a w izard m ight study at the S c h o o l o f
finish a short rest, you ca n c h o o s e expen ded spell slots
Illusion w hile another studies a cross tow n at the S ch o o l
to recover. The spell slots can have a com b in ed level that
o f Enchantm ent. In other institutions, the sch ools are
is equal to or less than h alf your w izard level (rounded
m ore like acad em ic departm ents, w ith rival faculties
up), and n one o f the slots can be 6th level or higher. com petin g for students and funding. Even w iza rd s w ho
For example, if you’re a 4th-level wizard, you can recover
train apprentices in the solitude o f their ow n tow ers use
up to tw o levels w orth o f spell slots. You can recover either
the division o f m agic into sch o o ls as a learning device,
a 2nd-level spell slot or tw o 1st-level spell slots.
sin ce the spells o f each sch o o l require m astery o f
different techniques.
A rcan e T ra d itio n
W h en you reach 2nd level, you c h o o s e an arcane S c h o o l of A bju r atio n
tradition, shaping your practice o f m agic through one
T h e S c h o o l o f Abjuration em p h a sizes m agic that block s,
o f eight sch ools: Abjuration, Conjuration, Divination,
banishes, or protects. D etractors o f this sc h o o l say
Enchantm ent, Evocation, Illusion, N ecrom ancy,
that its tradition is about denial, negation rather than
or Transmutation, all detailed at the end o f the
positive assertion. You understand, however, that ending
class description.
harm ful effects, protecting the w eak, and banishing evil
Your ch oice grants you features at 2nd level and again
influences is anything but a p h ilosoph ica l void. It is a
at 6th, 10th, and 14th level.
proud and resp ected vocation.
C alled abjurers, m em bers o f this sch o o l are sought
A b il it y S co r e Im pr o v e m e n t
w hen baleful spirits require exorcism , w hen im portant
W h e n you reach 4th level, and again at 8th, 12th, 16th, location s m ust be guarded against m agical spying, and
and 19th level, you can in crease on e ability sc o r e o f your w hen portals to other planes o f existence must be closed.
ch oice by 2, or you ca n in crease tw o ability s c o r e s o f
your ch oice by 1. A s norm al, you ca n ’t in crease an ability A b j u r a t io n Sa v a n t
sco re above 20 using this feature. B egin ning w hen you select this sch ool at 2nd level, the
gold and tim e you m ust spend to cop y an abjuration
Spell M a st e ry spell into your sp ellb ook is halved.

At 18th level, you have achieved such m astery over A rcane Ward
certain sp ells that you can cast them at w ill. C h oose a
Starting at 2nd level, you can w eave m agic around
1st-level w izard spell and a 2nd-level w izard spell that
you rself for protection. W h en you cast an abjuration
are in your sp ellbook . You can cast th ose spells at their
spell o f 1st level or higher, you can sim ultaneously use a
low est level without expending a spell slot w hen you
strand o f the spell’s m agic to create a m agical w ard on
have them prepared. If you w ant to cast either spell at a
you rself that lasts until you finish a long rest. T h e w ard
higher level, you must expend a spell slot as norm al.
has hit points equal to tw ice your w izard level + your
By spen din g 8 hours in study, you can exchange one
Intelligence modifier. W h enever you take dam age, the
or both o f the spells you c h ose for different spells o f
w ard takes the dam age instead. If this dam age reduces
the sa m e levels.
the w ard to 0 hit points, you take any rem aining dam age.
W h ile the w ard has 0 hit points, it ca n ’t absorb
Sig n a tu r e Spells
dam age, but its m agic rem ains. W h enever you cast an
W h en you reach 20th level, you gain m astery over tw o abjuration spell o f 1st level or higher, the w ard regains a
pow erful spells and can cast them with little effort. num ber o f hit points equal to tw ice the level o f the spell.
C h oose tw o 3rd-level w izard spells in your sp ellbook O n ce you create the w ard, you can't create it again
as your signature spells. You always have th ese spells until you finish a long rest.
prepared, they don ’t count against the num ber o f spells
you have prepared, and you can cast each o f them on ce at P r o jected W a r d
3rd level without expending a spell slot. W h en you do so, Starting at 6th level, w h en a creature that you can see
you can ’t do s o again until you finish a short or long rest. w ithin 30 feet o f you takes dam age, you can u se your
If you w ant to cast either spell at a higher level, you reaction to cau se your A rca n e W ard to absorb that
m ust expend a spell slot as norm al. dam age. If this dam age red u ces the w ard to 0 hit points,
the w arded creature takes any rem aining dam age.

A r c a n e T r a d it io n s Im pr o v e d A b j u r a t io n
T h e study o f w izardry is ancient, stretching ba ck to B egin ning at 10th level, w hen you cast an abjuration
the earliest m ortal discov eries o f m agic. It is firmly spell that requ ires you to m ake an ability ch eck as
established in the w orlds o f D&D, with various a part o f casting that spell (as in counterspell and
traditions dedicated to its com p lex study. dispel magic), you add your proficiency bon u s to that
Th e m ost co m m o n arcan e traditions in the m ultiverse ability check.
revolve around the sch o o ls o f m agic. W izard s through
object that you have seen. The object is visibly m agical,
radiating dim light out to 5 feet.
The ob ject disappears after 1 hour, w hen you use this
feature again, or if it takes any dam age.

B e n ig n T r a n s p o s it io n
Starting at 6th level, you can u se your action to teleport
up to 30 feet to an u n occu p ied sp ace that you can see.
Alternatively, you can c h o o s e a sp ace w ithin range
that is occu p ied by a Sm all or M edium creature. If that
creature is w illing, you both teleport, sw appin g p laces.
O nce you u se this feature, you c a n ’t u se it again until
you finish a long rest or you cast a conjuration spell o f
1st level or higher.

Focu sed C o n j u r a t io n
B egin ning at 10th level, w hile you are concentrating on
a conjuration spell, your concentration ca n ’t be broken
as a result o f taking dam age.

D urable Su m m o n s
Starting at 14th level, any creature that you
su m m on or create w ith a conjuration spell has 30
tem porary hit points.

Sch o o l of D iv in a tio n
Th e cou n sel o f a diviner is sought by royalty and
com m on ers alike, for all seek a clearer understanding
o f the past, present, and future. A s a diviner, you strive
to part the veils o f space, time, and co n scio u sn e ss so
that you can see clearly. You w ork to m aster spells o f
discernm ent, rem ote view ing, supernatural know ledge,
and foresight.

D iv in a t io n Sa v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
Spell R e s is t a n c e
gold and tim e you must sp en d to co p y a divination spell
Starting at 14th level, you have advantage on saving
into your sp ellb ook is halved.
th row s against spells.
Furtherm ore, you have resistan ce against the Portent
dam age o f spells. Starting at 2nd level w hen you c h o o s e this sch ool,
g lim p ses o f the future begin to p ress in on your
Sc h o o l of C o n ju r a tio n aw areness. W h en you finish a lon g rest, roll tw o d 2 0 s
A s a conjurer, you favor spells that p rod u ce objects and record the num bers rolled. You can replace any
and creatures out o f thin air. You can conjure billow ing attack roll, saving throw, or ability ch eck m ade by you or
clou d s o f killing fog or su m m on creatures from a creature that you can see with one o f th ese foretelling
elsew h ere to fight on your behalf. A s your m astery rolls. You must c h o o s e to do so b efore the roll, and you
grow s, you learn sp ells o f transportation and can can replace a roll in this w ay only on ce per turn.
teleport y ou rself a cross vast distances, even to other Each foretelling roll can be u sed only on ce. W h en you
planes o f existence, in an instant. finish a lon g rest, you lose any u nu sed foretelling rolls.

C o n j u r a t io n Sa v a n t Expert D iv in a t io n

B egin ning w hen you select this sc h o o l at 2nd level, the B egin ning at 6th level, casting divination sp ells co m e s
gold and tim e you m ust spend to cop y a conjuration spell s o easily to you that it expends only a fraction o f your
into your sp ellb ook is halved. sp ellcastin g efforts. W h en you cast a divination spell
o f 2nd level or higher using a spell slot, you regain one
M in o r C o n j u r a t io n expen ded spell slot. The slot you regain must be o f a
Starting at 2nd level w hen you select this sch ool, you level low er than the spell you cast and ca n ’t be higher
can use your action to conjure up an inanim ate object than 5th level.
in your hand or on the ground in an u n occu p ied sp ace
that you can see w ithin 10 feet o f you. This object can be T he T h ir d Ey e
no larger than 3 feet on a side and w eigh no m ore than Starting at 10th level, you can use your action to
10 pou nds, and its form m ust be that o f a nonm agical in crease your p ow ers o f perception . W h en you do so,
c h o o s e on e o f the follow in g benefits, w h ich lasts until On a su ccessfu l save, you ca n ’t u se this feature on the
you are incapacitated or you take a short or long rest. attacker again until you finish a lon g rest.
You ca n ’t use the feature again until you finish a rest. You m ust c h o o s e to u se this feature before kn ow in g
Darkvision. You gain darkvision out to a range o f 60 w hether the attack hits or m isses. Creatures that can ’t
feet, as d escrib ed in chapter 8. be charm ed are im m u ne to this effect.
Ethereal Sight. You can see into the Ethereal Plane
w ithin 60 feet o f you. Sp l it E n c h antm ent

Greater Comprehension. You can read any language. Starting at 10th level, w hen you cast an enchantm ent
S ee Invisibility. You can see invisible creatu res and spell o f 1st level or higher that targets only on e creature,
ob jects w ithin 10 feet o f you that are within line o f sight. you can have it target a se co n d creature.

G reater Portent A lter M e m o r ie s

Starting at 14th level, the vision s in your dream s At 14th level, you gain the ability to m ake a creature
intensify and paint a m ore accurate picture in your m ind unaw are o f your m agical influence on it. W h en you cast
o f w hat is to com e. You roll three d 2 0 s for your Portent an enchantm ent spell to charm one or m ore creatures,
feature, rather than two. you can alter on e creatu re’s understanding s o that it
rem ains unaw are o f being charm ed.
Sch ool of En ch an tm en t Additionally, on ce before the spell expires, you can
use your action to try to m ake the ch osen creature
A s a m em ber o f the S c h o o l o f Enchantm ent, you have
forget som e o f the tim e it spent charm ed. The creature
h oned your ability to m agically entrance and beguile
must su cceed on an Intelligence saving th row against
other p eop le and m onsters. S o m e enchanters are
your w izard spell save D C or lose a num ber o f hours
p ea cem ak ers w h o bew itch the violent to lay dow n their
o f its m em ories equal to 1 + your C harism a m odifier
arm s and charm the cruel into sh ow in g m ercy. O thers
(m inim um 1). You can m ake the creature forget less
are tyrants w h o m agically bind the unw illing into their
time, and the am ount o f tim e can ’t ex ceed the duration
service. M ost enchanters fall som ew h ere in betw een.
o f your enchantm ent spell.
En chantm ent Sa v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
Sch o o l of Ev o c a tio n
gold and tim e you m ust sp en d to co p y an enchantm ent You focu s your study on m agic that creates pow erfu l
spell into your sp ellb ook is halved. elem ental effects such as bitter cold, searing flame,
rolling thunder, crackling lightning, and burning acid.
H y p n o t ic G aze S om e evokers find em ploym ent in m ilitary forces,
Starting at 2nd level w hen you c h o o s e this sch ool, your serving as artillery to blast enem y arm ies from afar.
soft w ord s and enchanting gaze can m agically enthrall O thers use their spectacular pow er to protect the w eak,
another creature. A s an action, c h o o s e one creature that w hile som e seek their ow n gain as bandits, adventurers,
you can see w ithin 5 feet o f you. If the target can see or or aspiring tyrants.
hear you, it must su cce e d on a W isd om saving throw
against your w izard spell save D C or b e charm ed by you E v o c a t i o n Sa v a n t
until the end o f your next turn. The charm ed creature’s B egin ning w hen you select this sch o o l at 2nd level, the
sp eed drops to 0, and the creature is incapacitated and gold and tim e you m ust sp end to cop y an evocation spell
visibly dazed. into your sp ellb ook is halved.
On subsequent turns, you can u se your action to
m aintain this effect, extending its duration until the S c u l p t Spe lls
end o f your next turn. However, the effect ends if you B egin ning at 2nd level, you can create pock ets o f
m ove m ore than 5 feet away from the creature, if the relative safety w ithin the effects o f your evocation spells.
creature can neither see n or hear you, or if the creature W h en you cast an evocation spell that affects other
takes dam age. creatures that you can see, you can c h o o s e a num ber
O nce the effect ends, or if the creature su cceed s on its o f them equal to 1 + the sp ell’s level. T h e ch osen
initial saving throw against this effect, you can ’t use this creatu res autom atically s u cce e d on their saving throw s
feature on that creature again until you finish a long rest. against the spell, and they take no dam age if they w ould
n orm ally take h alf dam age on a su ccessfu l save.
In s t in c t iv e C harm

B egin ning at 6th level, w hen a creature you can see Po te n t C a n t r ip


w ithin 30 feet o f you m akes an attack roll against Starting at 6th level, your dam aging cantrips affect
you, you can u se your reaction to divert the attack, even creatures that avoid the brunt o f the effect. W h en
provided that another creature is w ithin the attack’s a creature su cce e d s on a saving th row against your
range. T h e attacker m ust m ake a W isd om saving throw cantrip, the creature takes h alf the cantrip’s dam age (if
against your w izard spell save DC. O n a failed save, any) but suffers no additional effect from the cantrip.
the attacker must target the creature that is closest
E m p o w e r e d Ev o c a t io n
to it, not including you or itself. If multiple creatures
are closest, the attacker c h o o s e s w h ich one to target. B egin ning at 10th level, you can add your Intelligence
m odifier to the dam age roll o f any w izard evocation
spell you cast.
O verchannel ch oice. T h e cantrip d oesn ’t coun t against your n um ber
Starting at 14th level, you can in crease the pow er o f o f cantrips know n.
your sim pler spells. W h en you cast a w izard spell o f W h en you cast minor illusion, you can create both a
5th level or low er that deals dam age, you can deal sou n d and an im age with a single casting o f the spell.
m axim u m dam age w ith that spell.
M alleable I l l u s io n s
The first tim e you do so, you suffer n o adverse effect.
If you u se this feature again b efore you finish a long Starting at 6th level, w hen you cast an illusion spell that
rest, you take 2 d 12 n ecrotic dam age for each level o f has a duration o f 1 m inute or longer, you can u se your
the spell, im m ediately after you cast it. E ach tim e you action to change the nature o f that illusion (using the
use this feature again before finishing a long rest, the sp ell’s n orm al param eters for the illusion), provided that
n ecrotic dam age per spell level in creases by 1d 12. This you can see the illusion.
dam age ig n ores resistan ce and immunity.
Il l u so r y Self
B egin ning at 10th level, you can create an illusory
S c h o o l of Illu sio n
duplicate o f y ou rself as an instant, alm ost instinctual
You focu s your studies on m agic that dazzles the reaction to danger. W h en a creature m akes an attack
sen ses, befu ddles the mind, and tricks even the w isest roll against you, you can use your reaction to in terpose
folk. Your m agic is subtle, but the illusions crafted by the illusory duplicate b etw een the attacker and
your keen m ind m ake the im possible seem real. S om e yourself. T h e attack autom atically m isses you, then the
illusionists—including m any gnom e w iza rd s—are illusion dissipates.
benign tricksters w h o use their spells to entertain. O nce you u se this feature, you ca n ’t u se it again until
O thers are m ore sinister m asters o f deception , using you finish a sh ort or lon g rest.
their illusions to frighten and fool others for their
person al gain. Il l u s o r y R e a l it y

By 14th level, you have learned the secret o f w eaving


I l l u s io n Sa v a n t sh ad ow m agic into your illusions to give them a sem i-
B egin ning w hen you select this sch o o l at 2nd level, the reality. W h en you cast an illusion spell o f 1st level or
gold and tim e you m ust spend to cop y an illusion spell higher, you can c h o o s e one inanim ate, n onm agical
into your sp ellb ook is halved. object that is part o f the illusion and m ake that object
real. You ca n do this on your turn as a bon u s action
Im proved M in o r I l l u s io n
w hile the spell is on goin g. T h e object rem ains real for
W h en you c h o o s e this sch ool at 2nd level, you learn
1 minute. For exam ple, you can create an illusion o f a
the minor illusion cantrip. If you already k n ow this
bridge over a chasm and then m ake it real long en ough
cantrip, you learn a different w izard cantrip o f your
for your allies to cross.
The object ca n ’t deal dam age or oth erw ise
directly harm anyone.

Sch ool of N ecrom ancy


The S ch o o l o f N ecrom an cy explores the co sm ic forces
o f life, death, and undeath. A s you focu s your studies in
this tradition, you learn to m anipulate the energy that
anim ates all living things. A s you p rogress, you learn to
sap the life force from a creature as your m agic destroys
its body, transform ing that vital en ergy into m agical
p ow er you can m anipulate.
M ost p eop le see n ecrom a n cers as m enacing, or even
villainous, due to the clo s e a ssocia tion w ith death.
Not all n ecrom a n cers are evil, but the forces they
m anipulate are con sid ered ta boo by m any societies.

N ecrom ancy Sa v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
gold and tim e you must sp en d to cop y a n ecrom a n cy
spell into your sp ellb ook is halved.

G r im H arvest
At 2nd level, you gain the ability to reap life en ergy from
creatu res you kill w ith your spells. O nce p er turn w hen
you kill on e or m ore creatu res w ith a spell o f 1st level
or higher, you regain hit poin ts equal to tw ice the sp ell’s
level, or three tim es its level if the spell b elon gs to the
S ch o o l o f N ecrom ancy. You d on ’t gain this benefit for
killing con stru cts or undead.
U ndead T hralls you sp end perform in g the procedu re, you can transform
At 6th level, you add the animate dead spell to your up to 1 cu b ic foot o f material. A fter 1 hour, or until you
sp ellb ook if it is not there already. W h en you cast lose your concentration (as if you w ere concentratin g on
animate dead, you can target one additional c orp se a spell), the material reverts to its original substance.
or pile o f b on es, creating another zom bie or skeleton,
Transm u t e r ’s St o n e
as appropriate.
Starting at 6th level, you can spend 8 hours creating a
W h en ever you create an undead using a n ecrom an cy
transm uter’s stone that stores transm utation m agic. You
spell, it has additional benefits:
can benefit from the stone y ou rself or give it to another
• T h e creatu re’s hit point m axim u m is in creased by an creature. A creature gains a benefit o f your ch oice
am ount equal to your w izard level. as lon g as the stone is in the creatu re’s p ossession .
• T h e creature adds your proficiency bon u s to its W h en you create the stone, c h o o s e the benefit from the
w eap on dam age rolls. follow in g options:

Inured to U ndeath • D arkvision out to a range o f 60 feet, as d escrib ed in


B egin n in g at 10th level, you have resistan ce to n ecrotic chapter 8
dam age, and your hit point m axim u m can't be reduced. • A n in crease to sp eed o f 10 feet w hile the creature is
You have spent s o m uch tim e dealing w ith undead and u n en cu m bered
the forces that anim ate them that you have b e c o m e • P roficien cy in Constitution saving throw s
inured to so m e o f their w orst effects. • R esistan ce to acid, cold, fire, lightning, or thunder
dam age (your ch oice w henever you c h o o s e this
C om m and U ndead benefit)
Starting at 14th level, you can use m a gic to bring
E ach tim e you cast a transm utation spell o f 1st level
undead under your control, even th ose created by other
or higher, you can change the effect o f your stone if the
w izards. A s an action, you can c h o o s e one undead that
stone is on your person.
you ca n see w ithin 60 feet o f you. That creature must
If you create a n ew transm uter’s stone, the previous
m ake a C harism a saving th row against your w izard
on e c e a se s to function.
spell save DC. If it su cceed s, you ca n ’t u se this feature
on it again. If it fails, it b e c o m e s friendly to you and Sh a p e c h a n g e r
ob ey s your com m a n d s until you use this feature again. At 10th level, you add the polymorph spell to your
Intelligent undead are harder to con trol in this way. sp ellbook , if it is not there already. You can cast
If the target has an Intelligence o f 8 or higher, it has polymorph w ithout expending a spell slot. W h en you
advantage on the saving throw. If it fails the saving do so, you can target only y ou rself and transform into a
th row and h as an Intelligence o f 12 or higher, it can beast w h o s e challenge rating is 1 or lower.
repeat the saving th row at the end o f every h our until it O nce you cast polymorph in this way, you ca n ’t do so
s u c ce e d s and break s free. again until you finish a short or lon g rest, though you
can still cast it n orm ally using an available spell slot.
Sch o o l of T r a n sm u ta tio n
You are a student o f spells that m odify energy and matter. M aster T ransm uter

To you, the w orld is not a fixed thing, but em inently Starting at 14th level, you can u se your action to
mutable, and you delight in being an agent o f change. con su m e the reserve o f transm utation m agic stored
You w ield the raw stuff o f creation and learn to alter both w ithin your transm uter’s stone in a single burst. W h en
physical form s and mental qualities. Your m agic gives you do so, c h o o s e one o f the follow in g effects. Your
you the tools to b e co m e a smith on reality’s forge. transm uter’s stone is destroyed and ca n ’t be rem ade
S o m e transm uters are tinkerers and pranksters, until you finish a lon g rest.
turning p eople into toads and transform ing cop p er into Major Transformation. You can transm ute one
silver for fun and o cca sion a l profit. O thers pu rsue their n on m agica l ob ject—no larger than a 5-foot cu b e —into
m agical studies w ith deadly seriou sn ess, seek in g the another nonm agical object o f sim ilar size and m a ss and
p ow er o f the g od s to m ake and destroy w orlds. o f equal or lesser value. You m ust spend 10 minutes
h andling the ob ject to transform it.
T r a n s m u t a t io n Sa v a n t Panacea. You rem ove all curses, diseases, and p oisons
B egin ning w hen you select this sc h o o l at 2nd level, the affecting a creature that you touch with the transm uter’s
gold and tim e you must spend to cop y a transm utation stone. The creature also regains all its hit points.
spell into your sp ellb ook is halved. Restore Life. You cast the raise dead spell on a
creature you touch with the transm uter’s stone, w ithout
M in o r A lch em y expending a spell slot or n eedin g to have the spell in
Starting at 2nd level w hen you select this sch ool, you your spellbook.
can tem porarily alter the physical properties o f one Restore Youth. You touch the transm uter’s stone to
n onm agical object, changin g it from on e su bstance into a w illing creature, and that creatu re’s apparent age is
another. You perform a sp ecia l alch em ical p rocedu re red u ced by 3 d 10 years, to a m inim um o f 13 years. This
on on e object co m p o s e d entirely o f w ood , stone (but not effect d oesn ’t extend the creatu re’s lifespan.
a gem stone), iron, copper, or silver, transform ing it into
a different on e o f th ose m aterials. F or each 10 m inutes

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