A Scholarly Magic-User of Arcane Power
Primary Ability | Intelligence |
|---|---|
Hit Point Die | D6 per Wizard level |
Saving Throw Proficiencies | Intelligence and Wisdom |
Skill Proficiencies | Choose 2:Arcana, History, Insight, Investigation, Medicine, Nature, or Religion |
Weapon Proficiencies | Simple weapons |
Armor Training | None |
Starting Equipment | Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5GP; or (B) 55GP |
Wizards are defined by their exhaustive study of magic's inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.
Most Wizards share a scholarly approach to magic. They examine the theoretical underpinnings of magic, particularly the categorization of spells into schools of magic. Renowned Wizards such as Bigby, Tasha, Mordenkainen, and Yolande have built on their studies to invent iconic spells now used across the multiverse.
The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer. Other Wizards sell their services as advisers, serve in military forces, or pursue lives of crime or domination.
But the lure of knowledge calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.
| Level | Proficiency Bonus | Features | Max Prepared Spells | Cantrips Known | --Spell Slots per Spell Level-- | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
| 1 | +2 | Spellcasting, Arcane Recovery, Ritual Adept | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | Scholar | 5 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | 6 | 3 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
| 4 | +2 | Ability Score Improvement | 7 | 4 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Memorize Spell | 9 | 4 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | 10 | 4 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | |
| 7 | +3 | 11 | 4 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 | |
| 8 | +3 | Ability Score Improvement | 12 | 4 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | 14 | 4 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | |
| 10 | +4 | 15 | 5 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | |
| 11 | +4 | 16 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | |
| 12 | +4 | Ability Score Improvement | 16 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | 17 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 | |
| 14 | +5 | 18 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 | |
| 15 | +5 | 19 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 | |
| 16 | +5 | Ability Score Improvement | 21 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | 22 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
| 18 | +6 | Spell Mastery | 23 | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Ability Score Improvement | 24 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Archmage | 25 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
As a student of arcane magic, you have learned to cast spells. See the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list.
Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.
When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.
Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.
Spell Slots. The Wizard Features table shows how many spell slots you ahve to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Wizard feature gives you spells t hat you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you're a level 4 Wizard, you can recover up to two levels worth of spell slots, regaining either a 2nd-level spell slot or two 1st-level spell slots.
Once you use this feature, you can't do so again until you finish a Long Rest.
Combined Level Available: [[(@classes.wizard.levels / 2)]]
Foundry Note
Since you can select the slots you will have to manually adjust your available slots. This feature can be used to track the one-time use though.
You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way.
While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.
Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.
You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 Wizard spell in your spellbook that have a casting time of an action. You always ahve those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot.
Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.
Your ability to weave magic to suit your whim becomes unparalleled. You may cast a Wizard spell of levels 1 through 5 even if it is not prepared, whether or not it appears in your spellbook as long as you have the spell slot to do so. You must provide the components of the spell as normal.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.
Shield Companions and Banish Foes
Your study of magic is focused on spells that block, banish, or protectâ€"ending harmful effects, banishing evil influences, and protecting the weak. Abjurers are sought when baleful spirits require exorcism, when locations must be guarded against magical spying, and when portals to other planes of existence must be closed. Adventuring parties value Abjurers for the protection they provide against a variety of hostile magic and other attacks.
| Level | Features |
|---|---|
| 3 | Abjuration Savant, Arcane Ward |
| 6 | Projected Ward |
| 10 | Spell Breaker |
| 14 | Spell Resistance |
Choose two Wizard spells from the Abjuration school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Abjuration school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
You may use a Magic action to change a prepared spell for an Abjuration spell in your spellbook. Once you use this feature, you may not do so again until you finish a Long Rest.
When you reach level 14 in Wizard, you can add your Intelligence modifier (minimum of 1) to any Constitution saving throw you make to maintain Concentration on an Abjuration spell.
You can weave magic around yourself for protection. When you cast an Abjuration spell with a spell slot, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a Long Rest. The ward has a Hit Point maximum equal to twice your Wizard level plus your Intelligence modifier. Whenever you take damage, the ward takes the damage instead, and if you haev any Resistances or Vulnerabilities, apply them before reducing the ward's Hit Points. If this damage reduces the ward to 0 Hit Points, you take any remaining damage. While the ward has 0 Hit Points, it can't absorb damage, but its magic remains.
Whenever you cast an Abjuration spell with a spell slot, the ward regains a number of Hit Points equal to twice the level of the spell slot. Alternatively, as a Bonus Action, you can expend a spell slot, and the ward regains a number of Hit Points equal to twice the level of the spell slot expended.
Once you create the ward, you cannot create it again until you finish a Long Rest.
Foundry Note
Track the HP of the Ward with the number of uses on this item.
The Create Ward activity has 1 use per Long Rest and updates the Arcane Ward to have full uses ("HP").
The Damage Ward activity will reduce the Ward's uses ("HP") by the amount of damage given.
The Restore Ward HP After Casting Spell activity can be used after you use an Abjuration spell. Set the scale value to the spell slot level you used to restore the correct number of uses ("HP").
The Expend Spell Slot for Ward activity allows you to choose a spell slot level, expends it, and restores the correct number of uses ("HP").
When a creature that you can see within 30 feet of you takes damage, you can use take a 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. If that creature has any Resistances or Vulnerabilities, apply them before reducing the ward's Hit Points.
Foundry Note
The Project Ward activity uses your reaction and can be used to reduce the Ward's uses ("HP").
You always have the Counterspell and Dispel Magic spells prepared. In addition, you can cast Dispel Magic as a Bonus Action, and you can add your Proficiency Bonus to its ability check.
When you cast either spell with a spell slot, that slot isn't expended if the spell fails to stop a spell.
You have Advantage on saving throws against spells, and you have Resistance to the damage of spells.
Foundry Note
This feature does not automate the Advantage or Resistance.
Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.
In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.
| Level | Features |
|---|---|
| 3 | Bladesong |
| 6 | Extra Attack |
| 10 | Song of Defense |
| 14 | Song of Victory |
You can invoke the magic known as the Bladesong, provided that you are not wearing Medium or Heavy Armor or using a Shield. It graces you with supernatural speed, agility, and focus.
You can use a Bonus Action to start the Bladesong, which lasts for 1 minute. It ends early if you have the incapacitated condition, if you don Medium or Heavy Armor or a Shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).
While your Bladesong is active, you gain the following benefits.
Armor Class. You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
Speed. Your Speed increases by a number of feet equal to 5 times your Intelligence modifier (minimum of 1).
Agile. You have advantage on Acrobatics checks.
Focused. You gain a bonus to any Constitution saving throw you make to maintain Concentration. The bonus equals your Intelligence modifier (minimum of +1).
You 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.
You 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.
You can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can take a Reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.
Additionally, you can move an amount equal to the Speed granted by your Bladesong. This movement does not provoke Opportunity Attacks.
Your Bladesong beautifully weaves magic with melee combat. While your Bladesong is active, you gain the follow benefits.
Extra Damage. You can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
Arcane-Boosted Attacks. Whenever you maintain Concentration on a level 1+ Wizard spell, creatures you hit with a melee weapon attack take extra damage equal to 1d6 + the spell's level. The extra damage is the same type dealt by the weapon or the spell you are concentrating on if it has a damage type (your choice).
Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.
| Level | Features |
|---|---|
| 3 | Chronal Shift, Temporal Awareness |
| 6 | Momentary Stasis |
| 10 | Arcane Abeyance |
| 14 | Convergent Future |
You can magically exert limited control over the flow of time around a creature. Immediately after you or a creature you can see within 30 feet of you makes a D20 Test, you can take a Reaction to force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.
You can use this ability a number of times equal to your Proficiency Bonus, and you regain any expended uses when you finish a Long Rest.
You can add your Intelligence modifier to your Initiative rolls.
As a Magic action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature has the incapacitated condition and has a Speed of 0.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.
When you cast a spell using a spell slot of level 4 or lower, that has a casting time of 1 action or less, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to Poison and Psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.
A creature holding the bead can use a Magic action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.
Once you create a bead with this feature, you cannot do so again until you finish a Short or Long Rest.
You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes a D20 Test, you can take a Reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).
When you use this feature, you gain one level of Exhaustion. Only by finishing a Long Rest can you remove a level of exhaustion gained in this way.
As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.
| Level | Features |
|---|---|
| 3 | Conjuration Savant, Improved Familiar |
| 6 | Benign Transportation |
| 10 | Focused Conjuration |
| 14 | Durable Summons |
Choose two Wizard spells from the Conjuration school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Conjuration school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
You may use a Magic action to change a prepared spell for a Conjuration spell in your spellbook. Once you use this feature, you may not do so again until you finish a Long Rest.
When you reach level 14 in Wizard, you can add your Intelligence modifier (minimum of 1) to any Constitution saving throw you make to maintain Concentration on a Conjuration spell.
You add the Find Familiar spell to your spellbook, if it is not there already. If you already know the Find Familiar spell, you may choose another level 1+ Wizard Conjuration spell instead.
When you casting the Find Familiar spell as a ritual you do not have to increase the casting time. Additionally the familiar summoned by the ritual is as if you cast the spell using a spell slot equal to your Intelligence modifier (minimum of 1).
Your familiar is proficient in all saving throws.
If you are aware that familiar is about to take damage, you can take a Reaction to dismiss your familiar immediately, causing it to disappear. You may have it reappear as a Bonus Action in any unoccupied space within 30 feet of you any time you dismiss your familiar.
You can communicate telepathically with your familiar, perceive through your familiar's senses, and speak through your familiar as long as you are on the same plane of existence.
Yu can use a Magic action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
Once you use this feature, you cannot use it again until you finish a Long Rest or you cast a level 1+ Conjuration spell.
If you lose Concentration on a Conjuration spell, you can use take a Reaction to regain control of the spell before it would fizzle or you would lose control of the spell.
Any creature that you summon or create with a Conjuration spell has twice your Wizard level Temporary Hit Points when summoned or created.
Furthermore, as a Magic action you can cause your familiar to become Large in size. If there is not enough space for the familiar to become large than the action fails. While your familiar is Large it gains a bonus to it's AC equal to your Intelligence modifier (minimum of 0). It's Speed is increased by 5 times your Intelligence modifier (minimum of 0). If you choose, the Large familiar is magically equipped with a bridle, reins, and saddle, as it can serve as a mount.
Your familiar remains Large until it drops to 0 Hit Points, you dismiss it, or until you end the effect using a Magic action.
Learn the Secrets of the Multiverse
The counsel of a Diviner is sought by those who want a clearer understanding of the past, present, and future. As a Diviner, you strive to part the veils of space, time, and consciousness. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
| Level | Features |
|---|---|
| 3 | Portent, Divination Savant |
| 6 | Expert Divination |
| 10 | The Third Eye |
| 14 | Greater Portent |
Glimpses of the future begin to press on your awareness. Whenever you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any D20 Test made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.
Choose two Wizard spells from the Divination school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Divination school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
You may use a Magic action to change a prepared spell for a Divination spell in your spellbook. Once you use this feature, you may not do so again until you finish a Long Rest.
When you reach level 14 in Wizard, you can add your Intelligence modifier (minimum of 1) to any Constitution saving throw you make to maintain Concentration on a Divination spell.
Casting Divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination spell using a level 2+ spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than level 5.
Foundry Note
You can manually regain the expended spell slot or use the Regain Spell Slot activity which will prompt you for the slot to restore.
You can increase your powers of perception. As a Bonus Action, choose one of the following benefits, which lasts until you start a Short or Long Rest. You can't use the feature again until you finish a Short or Long Rest.
Darkvision. You gain darkvision with a range of 120 feet.
Greater Comprehension. You can read any language.
See Invisibility. You can see creatures and objects that have the Invisible condition as if they were visible, ignoring the benefits they receive for being Invisible.
Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
Foundry Note
The Darkvision activity includes an Active Effect which grants you Darkvision.
The Greater Comprehension activity includes an Active Effect for tracking.
The See Invisibility activity includes a limited use and an Active Effect for tracking.
The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. Roll three d20s for your Portent feature rather than two.
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.
| Level | Features |
|---|---|
| 3 | Enchantment Savant, Hypnotic Gaze |
| 6 | Instinctive Charm |
| 10 | Split Enchantment |
| 14 | Alter Memories |
Choose two Wizard spells from the Enchantment school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Enchantment school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
You may use a Magic action to change a prepared spell for an Enchantment spell in your spellbook. Once you use this feature, you may not do so again until you finish a Long Rest.
When you reach level 14 in Wizard, you can add your Intelligence modifier (minimum of 1) to any Constitution saving throw you make to maintain Concentration on an Enchantment spell.
Your soft words and enchanting gaze can magically enthrall another creature. As a Magic 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's Speed drops to 0, and the creature has the incapacitated condition and is visibly stupefied.
On subsequent turns, you can use a Magic action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you cannot use this feature on that creature again until you finish a Long Rest.
When a creature you can see within 30 feet of you makes an attack roll against you, you can take a Reaction to divert the attack, provided that another creature is within the attack's 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 cannot use this feature on the attacker again until you finish a Long Rest.
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that are immune to the charmed condition are immune to this effect.
When you cast an Enchantment spell using a spell slot that targets only one creature, you can have it target a second creature.
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's understanding so that it remains unaware of being Charmed.
Additionally, once before the spell expires, you can use a Magic action to try to make the chosen creature forget some of the time it spent Charmed. The creature must succeed on an Intelligence saving throw against your Wizard spell save DC or lose a number of hours of its memories equal to 1 plus your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time cannot exceed the duration of your Enchantment spell.
Create Explosive Elemental Effects
Your studies focus 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 armies from afar. Others use their power to protect others, while some seek their own gain.
| Level | Features |
|---|---|
| 3 | Evocation Savant, Potent Cantrip |
| 6 | Sculpt Spells |
| 10 | Empowered Evocation |
| 14 | Overchannel |
Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
You may use a Magic action to change a prepared spell for an Evocation spell in your spellbook. Once you use this feature, you may not do so again until you finish a Long Rest.
When you reach level 14 in Wizard, you can add your Intelligence modifier (minimum of 1) to any Constitution saving throw you make to maintain Concentration on an Evocation spell.
Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.
Foundry Note
You can add your Intelligence modifier to the spell's Situational Bonus in the damage dialog or use this feature's Damage activity which allows you to select the type in the damage dialog.
You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1-5 that deals damage, you can deal maximum damage with that spell on the turn you cast it.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell immediately after you cast it. This damage ignores Resistance and Immunity.
Each time you use this feature again before finishing a long rest, the Necrotic damage per spell level increases by 1d12.
Foundry Note
This feature has Limited Uses to track how many times it has been used to automate the damage.
The First Use activity includes one free activity use and restores all uses of the feature.
The Second+ Use activity consumes a use and increases the damage automatically and should be used for all subsequent uses until you finish a Long Rest.
Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.
| Level | Features |
|---|---|
| 3 | Adjust Density, Mass Effect |
| 6 | Gravity Well |
| 10 | Violent Attraction |
| 14 | Event Horizon |
As a Magic action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until you use this feature again. You can end this effect at any time with no action required.
Increase Density. While the weight of a creature is halved by this effect, the creature's Speed increases by 10 feet, it can jump twice as far as normal, it has Disadvantage on Strength checks and Strength saving throws, and Advantage on Dexterity checks and Dexterity saving throws.
Reduce Density. While the weight of a creature is doubled by this effect, the creature's Speed is reduced by 10 feet, it has Advantage on Strength checks and Strength saving throws, and Disadvantage on Dexterity checks and Dexterity saving throws.
Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.
When you deal damage with a Wizard cantrip you also weave a fragment of Graviturgy magics in the spell. A creature that takes damage from your Wizard cantrips cannot Dash or Disengage until the start of your next turn.
Starting at 6th level in this class, dealing damage with a Wizard spell cast using a spell slot also prevents a creature from being able to Dash or Disengage until the start of your next turn.
You have learned how to manipulate gravity around a living being: whenever a creature is affected by one of your spells, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.
If the creature is under the effects of your Adjust Density then you can move the target a number of feet equal to your Intelligence modifier (minimum of 1) to an unoccupied space of your choice.
A creature of Huge size or larger is only moved a maximum of 10 feet, unless the spell would already move it.
When another creature that you can see within 60 feet of you hits with a weapon attack or Unarmed Strike, you can take a Reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's or Unarmed Strike's type.
Alternatively, if a creature within 60 feet of you takes damage from a fall, you can take a Reaction to increase the fall's damage by 2d10.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a Long Rest or until you expend a spell slot to use this Reaction.
As a Magic action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your Concentration ends (as if you were Concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it cannot take Reactions, it cannot make more than one weapon attack on it's turn, its Speed is reduced to 0, and any if they attempt to teleport they must succeed a Concentration check at Disadvantage against your Wizard spell save DC until the start of its next turn. On a successful save, if they attempt to teleport they must succeed a Concentration check at against your Wizard spell save DC, and every foot it moves this turn costs 2 extra feet of movement.
Once you use this feature, you cannot do so again until you finish a Long Rest or until you expend a level 3+ spell slot to restore your use of it (no action required).
Weave Subtle Spells of Deception
You specialize in magic that dazzles the senses and tricks the mind, and the illusions you craft make the impossible seem real.
| Level | Features |
|---|---|
| 3 | Illusion Savant, Improved Illusions |
| 6 | Malleable Illusions |
| 10 | Illusory Self |
| 14 | Illusory Reality |
Choose two Wizard spells from the Illusion school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Illusion school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
You may use a Magic action to change a prepared spell for an Illusion spell in your spellbook. Once you use this feature, you may not do so again until you finish a Long Rest.
When you reach level 14 in Wizard, you can add your Intelligence modifier (minimum of 1) to any Constitution saving throw you make to maintain Concentration on an Illusion spell.
You can cast Illusion spells without providing Verbal components, and if an Illusion spell you cast has a range of 10+ feet, the range increases by 60 feet.
You also know the Minor Illusion cantrip. If you already know it, you learn a different Wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. You can create both a sound and an image with a single casting of Minor Illusion, and you can cast it as a Bonus Action.
When you cast an Illusion spell that has a duration of 1 minute or longer, you can use a Magic action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.
When a creature hits you with an attack roll, you can take a Reaction to interpose an illusory duplicate of yourself between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
Once you use this feature, you cannot use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).
You have learned to weave shadow magic into your illusions to give them a semi-reality. When you cast an Illusion spell with a spell slot, 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, during which it can't deal damage or give any conditions. For example, you can create an illusion of a bridge over a chasm and then make it real and cross it.
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.
Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
| Level | Features |
|---|---|
| 3 | Necromancy Savant, Grim Harvest |
| 6 | Undead Thralls |
| 10 | Inured to Undeath |
| 14 | Command Undead |
Choose two Wizard spells from the Necromancy school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Necromancy school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
You may use a Magic action to change a prepared spell for a Necromancy spell in your spellbook. Once you use this feature, you may not do so again until you finish a Long Rest.
When you reach level 14 in Wizard, you can add your Intelligence modifier (minimum of 1) to any Constitution saving throw you make to maintain Concentration on a Necromancy spell.
You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell cast using a spell slot, you gain Temporary Hit Points equal to twice the slot level, or three times its level if the spell belongs to the School of Necromancy. You do not gain this benefit for killing Constructs or Undead.
When you reach level 10 in Wizard, if you have no more than half your Hit Point maximum then you can regain Hit Points rather than Temporary Hit Points if you choose.
You add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another undead creature, as appropriate.
Whenever you create an undead using a Necromancy spell, it has additional benefits.
Durable Thrall. The creatur'es Hit Point maximum is increased by an amount equal to your Wizard level.
Powerful Strikes. The creature adds an amount of bonus damage equal to your Proficiency Bonus to its damage rolls.
You have Resistance to Necrotic damage, and your Hit Point maximum cannot 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.
You can use magic to bring undead under your control, even those created by other Wizards. As a Magic Action, you can choose one Undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your Wizard spell save DC. If it succeeds, you cannot use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent Undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has Advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Magic of the book - that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.
Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!
| Level | Features |
|---|---|
| 3 | Wizardly Quill, Awakened Spellbook |
| 6 | Manifest Mind |
| 10 | Master Scrivener |
| 14 | One with the Word |
As a Bonus Action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties.
Infinite Ink. The quill does not require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
Fast Copies. The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for transcription.
Magical Erase. You can erase anything you write with the quill if you wave the feather over the text as a Bonus Action, provided the text is within 5 feet of you.
The quill dsappears if you create another one or if you die.
Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.
Awakened Spellbook
While you are holding the book, it grants you the following benefits.
Spellcasting Focus. You can use the book as a spellcasting focus for your Wizard spells.
Mutable Damage. When 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's formula for this casting only.
Faster Rituals. When you cast a Wizard spell as a Ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses of it when you finish a Long Rest.
If necessary, you can replace the book over the course of a Short Rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.
You can conjure forth the mind of your Awakened Spellbook. As a Bonus Action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. It has the following features.
Hit Points. The spectral mind has a number of Hit Points equal to 5 times your Wizard level.
Spectral Immunities. The spectral mind is Immune to all conditions and is Immune to Poison and Psychic damage,.
Ephemeral Presence. The spectral mind does not 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 (or something else at your DMs discretion) (your choice).
Senses. While manifested, the spectral mind can hear and see, and it has Darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).
Remote Casting. Whenever you cast a Wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
As a Bonus Action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.
The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts Dispel Magic on it, if the Awakened Spellbook is destroyed, if you die, if it is reduced to 0 Hit Points, or if you dismiss the spectral mind as a Bonus Action. Once you conjure the mind, you cannot do so again until you finish a Long Rest, unless you expend a spell slot of any level (no action required) to restore your use of this feature.
Whenever you finish a Long Rest, you can create a number of magic scrolls equal to your Intelligence modifier (minimum of 1) by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll.
The spellbook must be within 5 feet of you when you make the scroll. The chosen spell must be of level 1-2 and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as a level 3 spell, and if it is a damaging spell you can replace its damage type with a type that appears in another spell in your book. A creature can cast the spell from the scroll by reading it as a Magic action, using your Wizard spell save DC or spell attack modifier. The scroll is written in a code unique to you and anyone else who attempts to cast the spell must succeed an Arcana check equal to your Wizard spell DC, unless you tell them how to decipher your code. The spell vanishes from the scroll when you cast it or when you finish your next Long Rest.
You are also adept at crafting spell scrolls, which are described in the treasure chapters of the Dungeon Master's Guide and Xanathar's Guide to Everything. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.
Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have Advantage on all Arcana checks, as the spellbook helps you remember magical lore.
Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by taking a Reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one level 9 spell, three level 3 spells, or some other combination. If there are not enough spells in the book to cover this cost, you drop to 0 Hit Points.
Until 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 cannot do so again until you finish a Long Rest.
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.
Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
| Level | Features |
|---|---|
| 3 | Transmutation Savant, Minor Alchemy |
| 6 | Transmuter's Stone |
| 10 | Shapechanger |
| 14 | Master Transmuter |
Choose two Wizard spells from the Transmutation school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Transmutation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
You amy use a Magic action to change a prepared spell for a Transmutation spell in your spellbook. Once you use this feature, you may not do so again until you finish a Long Rest.
When you reach level 14 in Wizard, you can add your Intelligence modifier (minimum of 1) to any Constitution saving throw you make to maintain Concentration on a Transmutation spell.
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 crystal, wood, stone (but not a gemstone), iron, steel, copper, glass, or silver (or other material at your DMs discretion), 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.
You can spend 8 hours creating a Transmuter's Stone that stores Transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options.
Darkvision. The creature gains Darkvision out to 60 feet.
Speed. The creature's Speed increases by 10 feet as long as it is unencumbered.
Hearty. The creature gains proficiency in Constitution saving throws.
Resistance. The creature gains Resistance to acid, cold, fire, lightning, or thunder damage (you choose when you select this benefit).
Each time you cast a Transmutation spell with a spell slot, you can change the effect of your stone if the stone is on your person.
If you create a new Transmuter's Stone, the previous one ceases to function.
You add the Polymorph spell to your spellbook, if it is not there already. If you already have the Polymoprh spell, you may select another Wizard Transmutation spell of level 5 or below. You can cast Polymorph without expending a spell slot. When you do so, you can target only yourself, your Concentration on the spell cannot be broken as a result of taking damage, and you retain your Intelligence, Wisdom, and Charisma scores.
Once you cast Polymorph in this way, you cannot do so again until you finish a Short or Long Rest, though you can still cast it normally using an available spell slot.
You can use a Magic action to consume the reserve of Transmutation magic stored within your Transmuter's Stone in a single burst. When you do so, choose one of the following effects. Your Transmuter's Stone is destroyed and cannot be remade until you finish a Long Rest.
Major Transformation. You can transmute one nonmagical object - no larger than a 5-foot cube - into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the Transmuter's Stone. The creature also regains all its Hit Points.
Restore Life. A creature you touch with the Transmuter's Stone is instantly brought back to life as if a Raise Dead spell was cast on it, without expending a spell slot or needing to have the spell in your spellbook.
Restore Youth. You touch the Transmuter's Stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect does not extend the creature's lifespan.
A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses.
Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.
| Level | Features |
|---|---|
| 3 | Arcane Deflection, Tactical Wit |
| 6 | Power Surge |
| 10 | Durable Magic |
| 14 | Deflecting Shroud |
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 take a Reaction to gain a bonus to your AC against that attack equal to half your Proficiency Bonus or your Proficiency Bonus to that saving throw.
When you use this feature, you cannot cast spells other than cantrips until the end of your next turn.
Your keen ability to assess tactical situations allows you to act quickly in battle. You have a bonus to your Initiative rolls equal to your Intelligence modifier.
You can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a Power Surge.
You can store a maximum number of Power Surges equal to your Intelligence modifier (minimum of one). Whenever you finish a Long Rest, your number of Power Surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, or deal damage with a Wizard cantrip on your turn, you gain one Power Surge. If you end a Short Rest with no power surges, you gain one Power Surge.
Once per turn when you deal damage to a creature or object with a Wizard spell using a spell slot, weapon attack, or Unarmed Strike, you can spend one Power Surge to deal extra Force damage to that target. The extra damage equals half your Wizard level.
The magic you channel helps ward off harm. While you maintain Concentration on a spell, you have a bonus to AC and all saving throws depending on the level of spell slot used when casting the spell.
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 your Intelligence modifier (minimum of 1) number of creatures of your choice that you can see within 60 feet of you each take Force damage equal to half your Wizard level.