{"name":"Wizard","overview":"","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","armor_proficiencies":"None","weapon_proficiencies":"Daggers, darts, slings, quarterstaffs, light crossbows","tools":"None","saving_throws":"Intelligence, Wisdom","skills":" Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) a quarterstaff or (b) a dagger[\/li]\r\n[li](a) a component pouch or (b) an arcane focus[\/li]\r\n[li](a) a scholar\u2019s pack or (b) an explorer\u2019s pack or a Spellbook[\/li]\r\n[\/ul]\r\n","spellcasting":"As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.\r\n\r\n[b]Cantrips[\/b]\r\nAt 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.\r\n\r\n[b]Spellbook[\/b]\r\nAt 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.\r\n\r\n[b]Preparing & Casting Spells[\/b]\r\nThe Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\nYou prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.\r\n\r\nFor example, if you\u2019re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn\u2019t remove it from your list of prepared spells.\r\n\r\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.\r\n\r\n[b]Spellcasting Ability[\/b]\r\nIntelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.\r\n\r\n[b]Spell Save DC[\/b] = 8 + your proficiency bonus + your Intelligence modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus + your Intelligence modifier\r\n\r\n[b]Ritual Casting[\/b]\r\nYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don\u2019t need to have the spell prepared.\r\n\r\n[b]Spellcasting Focus[\/b]\r\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.\r\n\r\n[b]Learning Spells of 1st Level and Higher[\/b]\r\nEach time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the \u201cYour Spellbook\u201d sidebar).","class_features":"[b]Arcane Recovery[\/b]\r\nYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.\r\n\r\nFor example, if you\u2019re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.\r\n\r\n[b]Arcane Path[\/b]\r\nBeginning at 1st level, you may choose the direction of your wizarding ways, outlining the ultimate path and style of your arcane focus between one of 3 paths: Path of the Lich, Path of the Artimancer or Path of the Archmage.\r\n\r\n[b]Arcane Tradition[\/b]\r\nWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.\r\n\r\nYour choice grants you features at 2nd level and again at 6th, 10th, and 14th level.\r\n\r\n[b]Ability Score Improvement[\/b]\r\nWhen 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 you can increase two ability scores of your choice by 1. As normal, you can\u2019t increase an ability score above 20 using this feature.\r\n\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\r\n\r\n[b]Spell Mastery[\/b]\r\nAt 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\r\n\r\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.\r\n\r\n[b]Signature Spells[\/b]\r\nWhen you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don\u2019t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can\u2019t do so again until you finish a short or long rest.\r\n\r\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.\r\n\r\n[b]Arcane Traditions[\/b]\r\nThe study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study.\r\n\r\nThe most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.","subclass_options":"[b][h2]Bladesinging[\/h2]\r\n[\/b]\r\nBladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.\r\n\r\nIn combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.\r\n\r\n[b]Training in War and Song[\/b]\r\n2nd-level Bladesinging feature\r\n\r\nYou gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.\r\n\r\nYou also gain proficiency in the Performance skill if you don\u2019t already have it.\r\n\r\n[b]Bladesong[\/b]\r\n2nd-level Bladesinging feature\r\n\r\nYou can invoke an elven magic called the Bladesong, provided that you aren\u2019t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.\r\n\r\nYou can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).\r\n\r\nWhile your Bladesong is active, you gain the following benefits:\r\n\r\nYou gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).\r\nYour walking speed increases by 10 feet.\r\nYou have advantage on Dexterity (Acrobatics) checks.\r\nYou gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).\r\nYou can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.\r\n\r\n[b]Extra Attack[\/b]\r\n6th-level Bladesinging feature\r\n\r\nYou can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.\r\n\r\n[b]Song of Defense[\/b]\r\n10th-level Bladesinging feature\r\n\r\nYou can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot\u2019s level.\r\n\r\n[b]Song of Victory[\/b]\r\n14th-level Bladesinging feature\r\n\r\nYou can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.\r\n\r\n[h2]Order of Scribes[\/h2]\r\nMagic of the book\u2014that\u2019s what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It\u2019s rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.\r\n\r\nAmong wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!\r\n\r\n[b]Wizardly Quill[\/b]\r\n2nd-level Order of Scribes feature\r\n\r\nAs a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:\r\n\r\nThe quill doesn\u2019t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.\r\nThe time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.\r\nYou can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.\r\nThis quill disappears if you create another one or if you die.\r\n\r\n[b]Awakened Spellbook[\/b]\r\n2nd-level Order of Scribes feature\r\n\r\nUsing specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.\r\n\r\nWhile you are holding the book, it grants you the following benefits:\r\n\r\nYou can use the book as a spellcasting focus for your wizard spells.\r\nWhen you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell\u2019s formula for this casting only. The latter spell must be of the same level as the spell slot you expend.\r\nWhen you cast a wizard spell as a ritual, you can use the spell\u2019s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can\u2019t do so again until you finish a long rest.\r\nIf necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you\u2019re attuned. At the end of the rest, your spellbook\u2019s consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.\r\n\r\n[b]Manifest Mind[\/b]\r\n6th-level Order of Scribes feature\r\n\r\nYou can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn\u2019t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).\r\n\r\nWhile manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).\r\n\r\nWhenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind\u2019s space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\r\n\r\nAs a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.\r\n\r\nThe spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action. Once you conjure the mind, you can\u2019t do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.\r\n\r\n[b]Master Scrivener[\/b]\r\n10th-level Order of Scribes feature\r\n\r\nWhenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll.\r\n\r\nThe spellbook must be within 5 feet of you when you make the scroll. The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell\u2019s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.\r\n\r\nYou are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master\u2019s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.\r\n\r\n[b]One with the Word[\/b]\r\n14th-level Order of Scribes feature\r\n\r\nYour connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.\r\n\r\nMoreover, if you take damage while your spellbook\u2019s mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll\u2019s total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren\u2019t enough spells in the book to cover this cost, you drop to 0 hit points.\r\n\r\nUntil you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook. Once you use this reaction, you can\u2019t do so again until you finish a long rest.\r\n\r\n[h2]School of Abjuration[\/h2]\r\nThe School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.\r\n\r\nCalled abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.\r\n\r\n[b]Abjuration Savant[\/b]\r\nBeginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.\r\n\r\n[b]Arcane Ward[\/b]\r\nStarting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell\u2019s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.\r\n\r\nWhile the ward has 0 hit points, it can\u2019t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.\r\n\r\nOnce you create the ward, you can\u2019t create it again until you finish a long rest.\r\n\r\n[b]Projected Ward[\/b]\r\nStarting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.\r\n\r\n[b]Improved Abjuration[\/b]\r\nBeginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.\r\n\r\n[b]Spell Resistance[\/b]\r\nStarting at 14th level, you have advantage on saving throws against spells.\r\n\r\nFurthermore, you have resistance against the damage of spells.\r\n\r\n[b][h2]School of Conjuration[\/h2]\r\n[\/b]\r\nAs a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.\r\n\r\n[b]Conjuration Savant[\/b]\r\nBeginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.\r\n\r\n[b]Minor Conjuration[\/b]\r\nStarting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.\r\n\r\nThe object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.\r\n\r\n[b]Benign Transposition[\/b]\r\nStarting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.\r\n\r\n[b]Focused Conjuration[\/b]\r\nBeginning at 10th level, while you are concentrating on a conjuration spell, your concentration can\u2019t be broken as a result of taking damage.\r\n\r\n[b]Durable Summons[\/b]\r\nStarting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.\r\n\r\n[h2]School of Divination[\/h2]\r\nThe counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.\r\n\r\n[b]Divination Savant[\/b]\r\nBeginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.\r\n\r\n[b]Portent[\/b]\r\nStarting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.\r\n\r\nEach foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.\r\n\r\n[b]Expert Divination[\/b]\r\nBeginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can\u2019t be higher than 5th level.\r\n\r\n[b]The Third Eye[\/b]\r\nStarting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can\u2019t use the feature again until you finish a rest.\r\n\r\n[b]Darkvision.[\/b] You gain darkvision out to a range of 60 feet, as described in chapter 8, \u201cAdventuring.\u201d\r\n\r\n[b]Ethereal Sight.[\/b] You can see into the Ethereal Plane within 60 feet of you.\r\n\r\n[b]Greater Comprehension.[\/b] You can read any language.\r\n\r\n[b]See Invisibility.[\/b] You can see invisible creatures and objects within 10 feet of you that are within line of sight.\r\n\r\n[b]Greater Portent[\/b]\r\nStarting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.\r\n\r\n[b][h2]School of Enchantment[\/h2]\r\n[\/b]\r\nAs a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.\r\n\r\n[b]Enchantment Savant[\/b]\r\nBeginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.\r\n\r\n[b]Hypnotic Gaze[\/b]\r\nStarting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature\u2019s speed drops to 0, and the creature is incapacitated and visibly dazed.\r\n\r\nOn subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.\r\n\r\nOnce the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can\u2019t use this feature on that creature again until you finish a long rest.\r\n\r\n[b]Instinctive Charm[\/b]\r\nBeginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack\u2019s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can\u2019t use this feature on the attacker again until you finish a long rest.\r\n\r\nYou must choose to use this feature before knowing whether the attack hits or misses. Creatures that can\u2019t be charmed are immune to this effect.\r\n\r\n[b]Split Enchantment[\/b]\r\nStarting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.\r\n\r\n[b]Alter Memories[\/b]\r\nAt 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature\u2019s understanding so that it remains unaware of being charmed.\r\n\r\nAdditionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can\u2019t exceed the duration of your enchantment spell.\r\n\r\n[b][h2]School of Evocation[\/h2]\r\n[\/b]\r\nYou focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.\r\n\r\n[b]Evocation Savant[\/b]\r\nBeginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.\r\n\r\n[b]Sculpt Spells[\/b]\r\nBeginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell\u2019s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.\r\n\r\n[b]Potent Cantrip[\/b]\r\nStarting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip\u2019s damage (if any) but suffers no additional effect from the cantrip.\r\n\r\n[b]Empowered Evocation[\/b]\r\nBeginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.\r\n\r\n[b]Overchannel[\/b]\r\nStarting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.\r\n\r\nThe 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. This damage ignores resistance and immunity.\r\n\r\n[b][h2]School of Illusion[\/h2]\r\n[\/b]\r\nYou focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists \u2014 including many gnome wizards \u2014 are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.\r\n\r\n[b]Illusion Savant[\/b]\r\nBeginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.\r\n\r\n[b]Improved Minor Illusion[\/b]\r\nWhen you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn\u2019t count against your number of cantrips known.\r\n\r\nWhen you cast minor illusion, you can create both a sound and an image with a single casting of the spell.\r\n\r\n[b]Malleable Illusions[\/b]\r\nStarting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell\u2019s normal parameters for the illusion), provided that you can see the illusion.\r\n\r\n[b]Illusory Self[\/b]\r\nBeginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a short or long rest.\r\n\r\n[b]Illusory Reality[\/b]\r\nBy 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.\r\n\r\nThe object can\u2019t deal damage or otherwise directly harm anyone.\r\n\r\n[h2]School of Necromancy[\/h2]\r\nThe School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.\r\n\r\nMost people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.\r\n\r\n[b]Necromancy Savant[\/b]\r\nBeginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.\r\n\r\n[b]Mors Patrona[\/b]\r\nAt 2nd level, You are a benefactor and beneficiary of the life force than runs through the living dead. You can target up to 3 undead creatures you created or under your control. You can either expend a number of your hit dice to replenish the health of any targeted undead of your choosing in any amount split however you like among the 3 targets. Likewise, you can destroy the targeted undead and receive a number of hit dice in healing equal to the CR level of the undead creature destroyed in this way. Creatures that are lower than CR1 destroyed in this way replenish fractional hit dice (1 CR1\/2 creature will heal 4hp to a necromancer who's hit dice are d8's).\r\n\r\n[b]Undead Thralls[\/b]\r\nAt 6th level. When you cast animate dead, you may cast this spell as if it were one level higher.\r\n\r\nWhenever you create an undead using a necromancy spell, it has additional benefits:\r\n\r\nThe creature\u2019s hit point maximum is increased by an amount equal to your wizard level.\r\nThe creature adds your proficiency bonus to its weapon damage rolls.\r\n\r\n[b]Inured to Undeath[\/b]\r\nBeginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can\u2019t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.\r\n\r\n[b]Command Undead[\/b]\r\nStarting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can\u2019t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.\r\n\r\nIntelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.\r\n\r\n[b][h2]School of Transmutation[\/h2]\r\n[\/b]\r\nYou are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality\u2019s forge.\r\n\r\nSome transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.\r\n\r\n[b]Transmutation Savant[\/b]\r\nBeginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.\r\n\r\n[b]Minor Alchemy[\/b]\r\nStarting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.\r\n\r\n[b]Transmuter\u2019s Stone[\/b]\r\nStarting at 6th level, you can spend 8 hours creating a transmuter\u2019s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature\u2019s possession. When you create the stone, choose the benefit from the following options:\r\n\r\nDarkvision out to a range of 60 feet\r\nAn increase to speed of 10 feet while the creature is unencumbered\r\nProficiency in Constitution saving throws\r\nResistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)\r\nEach time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.\r\n\r\nIf you create a new transmuter\u2019s stone, the previous one ceases to function.\r\n\r\n[b]Shapechanger[\/b]\r\nAt 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.\r\n\r\nOnce you cast polymorph in this way, you can\u2019t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.\r\n\r\n[b]Master Transmuter[\/b]\r\nStarting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter\u2019s stone in a single burst. When you do so, choose one of the following effects. Your transmuter\u2019s stone is destroyed and can\u2019t be remade until you finish a long rest.\r\n\r\n[b]Major Transformation.[\/b] You can transmute one nonmagical object\u2014no larger than a 5-foot cube\u2014into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.\r\n\r\n[b]Panacea.[\/b] You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter\u2019s stone. The creature also regains all its hit points.\r\n\r\n[b]Restore Life.[\/b] You cast the raise dead spell on a creature you touch with the transmuter\u2019s stone, without expending a spell slot or needing to have the spell in your spellbook.\r\n\r\n[b]Restore Youth.[\/b] You touch the transmuter\u2019s stone to a willing creature, and that creature\u2019s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn\u2019t extend the creature\u2019s lifespan.\r\n\r\n[h2]War Magic[\/h2]\r\nA variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster\u2019s spells, while also providing methods for wizards to bolster their own defenses.\r\n\r\nFollowers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents\u2019 attempts to counterattack. War mages are also adept at turning other spellcasters\u2019 magical energy against them.\r\n\r\nIn great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage\u2019s typical response: \u201cWhat good is being able to throw a mighty fireball if I die before I can cast it?\u201d\r\n\r\n[b]Arcane Deflection.[\/b]\r\nAt 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.\r\n\r\nWhen you use this feature, you can\u2019t cast spells other than cantrips until the end of your next turn.\r\n\r\n[b]Tactical Wit.[\/b]\r\nStarting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.\r\n\r\n[b]Power Surge.[\/b]\r\nStarting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.\r\n\r\nYou can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.\r\n\r\nOnce per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.\r\n\r\n[b]Durable Magic.[\/b]\r\nBeginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.\r\n\r\n[b]Deflecting Shroud.[\/b]\r\nAt 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.\r\n\r\n[h1]Path of Forbidden Knowledge[\/h1]\r\nThe path of the Forbidden Knowledge is a dark road to methods and abilities forbidden by most decent civilizations who hold any value to life and death, for one who pursues such knowledge seeks to blur the lines between the two, ultimately ending the difference in their persuit of unending, unlimited knowledge and power. A practitioner of the Forbidden Knowledge's end goal is to join the realm of undeath themselves, often seeking to turn themselves into a powerful being of necromantic power called a Lich through the use of ancient and forbidden knowledge.\r\n\r\n[block:1025553]\r\nWhen you pick this path at 1st level\r\n\r\n[b]Spellcasting Ability.[\/b] Your spellcasting ability becomes [b]Charisma.[\/b]\r\nYou gain proficiency in either Arcana, History or Religion.\r\n\r\n[b]Sanguine Sacraments.[\/b]\r\nAt 1st level you have gained the ability to learn [b]Blood Magic[\/b].\r\n\r\n[b]Unnatural Ritualism.[\/b]\r\nAt 3rd level and every 2 levels thereafter you may pick 1 spell to become a ritual, that spell may not be of the highest spell level you can cast.\r\n\r\n[b]Ritual of the Damned.[\/b]\r\nAt 6th level you have accumulated enough power to perform the first ritual performed by those seeking to become a Lich. The spellcaster self-animates their own body with the beginnings of necrotic energies, that revitalize and rejuvenate the body and mind. You gain the following abilities:\r\n\r\nUndead that target normal living beings do not immediately see you as hostile to them.\r\nYou gain resistance to Necrotic damage.\r\nYou gain advantage to checks made against acquiring diseases.\r\nYou gain darkvision up to 60 feet. If you already have darkvision, it is extended by an additional 30 feet.\r\n\r\n[b]Ritualistic Raising.[\/b] Beginning at 7th level, You may cast the Animate Dead spell as a ritual.\r\n\r\n[b]2nd Ritual[\/b]\r\n[h1]Path of the Artimancer[\/h1]\r\nThe Artimancer is a wizard who's goal is to understand and shape the fabric of reality as the gods do. Using the practices of Transmutation and Alchemy to bend the world around them into forms more suitable to them, ultimately seeking to discover and manipulate the very essence of the soul itself.\r\n\r\n[block:1025579]\r\nWhen you pick this path at 1st level\r\n\r\nYou gain proficiency in either Arcana, History or Religion.\r\nYou gain the [b]Mending[\/b] cantrip if you do not already have it and it does not count towards your spells known.\r\n\r\n[b]Hands of The Ventril.[\/b]\r\nAt 1st level You have gained a basic understanding of common materials and the way the arcane energies within maintain it's form. You may, with your bare hands shape materials such as wood, leather and fabric. While it\u2019s possible to rapidly make crude shapes (shaping roughly 1 cubic foot of material per Hour), creating fine detail or moving parts requires additional time and an appropriate [b]Arcana[\/b] check.\r\n\r\n[b]Mastery of Mending.[\/b]\r\nAt 3rd level Your knowledge of mending materials back into their original conditions is greatly improved. When you cast Mending, you can repair objects as Make Whole. Also, unlike the cantrip Mending, this spell can be used on torn skin or broken bone. Using this spell on skin or bone does not undo the injury or grant any measure of healing but can be used to cease bleeding. A severed appendage reattached with this spell does not regain its usual capabilities and acts as a paralyzed appendage until Greater Restoration or a healing spell of 5th level or higher is used on it.\r\n\r\n[b]Hardened Hands.[\/b]\r\nBeginning at 5th level Your Hands have become accustomed to manipulating materials. You gain the ability to morph Stone and soft metals such as Copper, Tin or Bronze. You gain a burrow speed of 5ft. Additionally, your unarmed strikes count as Magical.\r\n[h1]Path of the Archmage[\/h1]\r\nThe Archmage is an individual who's ultimate goal is to perfect the art of spellcraft, to know and understand the nature of the arcane and all it's associated energies. They are the master of all, with no field of arcane knowledge taking a back seat on their road to perfecting all that is magical.\r\n\r\n[block:1025580]\r\nWhen you pick this path at 1st level\r\n\r\nYou gain proficiency in Arcana (If you already have Arcana, you gain Expertise)\r\nYou gain the [b]Identify[\/b] spell if you do not already have it and it does not count towards your spells known.\r\n\r\n[b]Arcane Eye.\u00a0[\/b]Your insight into the arcane energy flowing through the material world allows for a greater perception of the magical world. If you are targeted by a spell that you are aware of, you learn it's aspects as the [b]Identify[\/b] spell. You may cast [b]Identify[\/b] as a cantrip with 5ft of range, foregoing it's Verbal and Material Components, and the Somatic component is simply that you look at it.\r\n\r\n[b]Arcane Tinkerer. [\/b]At 3rd level you have become aware to some of the sub-components that make up a spell. When casting a spell that has an area affect, you may change the shape of the AoE without increasing it's range. When Casting a spell that does damage, you may change the damage type to one of the following three, The spell you are converting damage from must already do one of the following damage types; [i]Poison,[\/i] [i]Fire, Cold.[\/i]\r\n\r\n[b]Arcanic Smith. [\/b]At 5th level you have become accustomed to some of the sub components and mechanics of spell casting. When Casting a spell that does damage, you may change the damage type to one of the following seven, The spell you are converting damage from must already do one of the following damage types;[i] Poison, [\/i][i]Fire, Cold, Lightning, Acid, Necrotic and Thunder. [\/i]Additionally, when you take the Dodge action in combat, you gain advantage against saving throws from spells.\r\n\r\n[b]Magister's Ward.\u00a0[\/b]At 13th level your skill in sculpting and working spells has grown significantly to the point that you now hold dominion, in part over the spells of others around you. If an area affect spell is modified to exclude creatures you may choose to exclude yourself in addition to the other creatures the spell excludes. Additionally, when you successfully cast [b]Counterspell [\/b]to counter a spell that targets you, you may reflect the spell back at the caster, or another valid target within 30ft. You may use a [b]Caster's Crystal [\/b]to absorb the spell instead.","table_data":"Level|XP|Abilities\r\n1|0|Spellcasting, Arcane Recovery, Arcane Path\r\n2|300|Spellcasting","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"1012096","world":"fec1a5e1-a512-4c6b-a0c1-3643e19c98fc","folder":""}