Base Class: Wizard
The Wizards of High Sorcery stand as the oldest, most feared, and most respected of all the orders of the world of Krynn. Drawing upon the vast arcane resources of the Tower of Wayreth, they acquire spells more quickly than other Wizards. However, they suffer significant restrictions on both what spells they can learn and what magic items they can use. These wizards have a divine patron in their arcane pursuits, and draw upon arcane magic focused through the moons of Krynn and the gods of magic associated with those moons. Their spells are more potent while their specific moon is full, but suffer when that moon is new. The three moons often conjoin, and those days grant additional benefits depending on the phase and number of conjoined moons. Wizards of High Sorcery outside of Krynn are not subject to lunar cycles.
On Krynn, the Order of the Black Robes draws its power from the moon Nuitari, the black moon which is the smallest and the closest moon. The members of this order follow the paths of greed, revenge, hatred, and ambition. They are forever barred from using magic from the Abjuration and Divination schools and are expected to eschew Transmutation and Illusion, although not many do. They freely select their spells from the Conjuration and Evocation schools, which all Wizards of High Sorcery can access, and from the Enchantment and Necromancy schools, which are mostly reserved for their exclusive use. Most Black Robe Wizards are focused on their own causes, and do not often rally to the cause of Evil. Wizards of the Black robes often suffer from others attempting to interfere with their research.
Wizards of High Sorcery can specialize in the schools of magic from which they can learn spells. So the Order of the Black Robes has Black Robe Enchanters, Black Robe Conjurers, Black Robe Necromancers, and Black Robe Evokers. Their membership in the Wizards of High Sorcery is not official until they complete the Test of High Sorcery, which usually happens by 4th level. Before this time, they can learn spells from any school. Spells they knew before but can no longer cast become incomprehensible to them once they pass their test and gain their robes. So a Black Robe wizard often has some spells he can cast from the Illusion and Transmutation schools, but none from the Abjuration or Divination schools.
White Robe Wizards are forever barred from using spells of the Enchantment and Necromancy schools, and are not supposed to learn spells from the Illusion or Transmutation schools after their test. Most accept this restriction. Red Robe Wizards are forever barred from using spells of the Abjuration and Necromancy schools, and are restricted from learning spells from the Divination or Enchantment spells after their test, although many still do.
School Specialization
You have passed the Test of High Sorcery and been accepted into the Order of High Sorcery as a Wizard of the Black Robes. You lose the ability to cast Abjuration and Divination spells and cannot use magic items from those schools. If you have a feat or class feature that grants you a spell or effect from those schools, you cannot use it.
At 2nd level, choose either Enchantment or Necromancy. You are considered specialized in that school.
It is cheaper and quicker to copy spells from your specialized schools into your spellbook, and you learn an additional spell from each of your specialized schools whenever you gain a level.
At 6th level, choose another school to specialize in from Conjuration, Enchantment, Evocation, or Transmutation. You cannot choose a school you previously selected.
Conjuration
Conjuration is one of your school specializations. The time and cost to copy spells of that school into your spellbook are halved.
Starting at 6th level, you add a spell for each of your school specializations when you gain a level. So you will add four spells to your spellbook, one for each school specialization and two that can be from any school (excluding Abjuration and Divination).
Enchantment
Enchantment is one of your school specializations. The time and cost to copy spells of that school into your spellbook are halved.
When you gain this feature, you gain an additional spell to your spellbook whenever you gain a Wizard level. So at 2nd level, instead of adding two spells, you add three. At 6th level, instead of adding two or three spells, you can add four. Additional spells must be from one of your specialty schools.
Evocation
Evocation is one of your school specializations. The time and cost to copy spells of that school into your spellbook are halved.
When you gain this feature, you add an additional spell to your spellbook whenever you gain a Wizard level. So at 6th level, instead of adding two or three spells, you can add four. Additional spells must be from one of your specialty schools.
Necromancy
Necromancy is one of your school specializations. The time and cost to copy spells of that school into your spellbook are halved.
When you gain this feature, you gain an additional spell to your spellbook whenever you gain a Wizard level. So at 2nd level, instead of adding two spells, you add three. At 6th level, instead of adding two or three spells, you can add four. Additional spells must be from one of your specialty schools.
Moon Magic
All Wizards of High Sorcery draw magic rom the moon aligned with their particular Order—White Robe wizards from Solinari, the White Moon; Red Robe wizards from Lunitari, the Red Moon; Black Robe wizards from Nuitari, the Black Moon.
The waxing and waning of their respective moons has an effect upon the magic of Wizards of High Sorcery. When a moon is at High Sanction, wizards of that moon’s Order gain a +1 bonus on attack rolls with spells and to their spell save DCs. When a moon is at Low Sanction, wizards of that moon’s order incur a -1 penalty on attack rolls with spells and to their spell save DCs. During the waxing and waning periods around the quarter moons, wizards of that moon’s order cast their spells normally.
The alignment of any two moons is beneficial for wizards who follow those moons, even if the moons are in Low Sanction. When two moons are in alignment, wizards of each order gain a +1 bonus on attack rolls with spells and to their spell save DCs. The +1 bonus stacks with any other bonus already in place for a moon’s phase. Thus, if two moons are in conjunction at Low Sanction, the bonuses cancel out the penalties and members of both orders cast their spells normally.
When all three moons come into alignment, all magic is amplified. Wizards of all three orders gain a +2 bonus on attack rolls with spells and gain a +2 bonus to their spell save DCs. These bonuses also stack with any other benefits or penalties that result from a moon’s position. Therefore, if all three moons are in alignment at Low Sanction, all Wizards of High Sorcery gain a +1 bonus to spell attack rolls and spell save DCs.
If the moons align at High Sanction, all Wizards of High Sorcery gain a +3 bonus on attack rolls and a +3 bonus to their spells save DCs. This event, known as the Night of the Eye, occurs five times every year and a half. On the Night of the Eye, a Wizard can forego their bonus to attack rolls to roll with advantage, making that decision each time they cast a spell.
Lesser Spell Secret
At 6th level, you learn a spell secret from either the Enchantment or Necromancy schools. You learn a second spell secret at 10th level from the Conjuration. Enchantment, Evocation, or Necromancy schools. You must be specialized in a school to learn its secrets.
You also receive a magic item from your order at 6th level. The item must be an uncommon item that requires attunement.
Conjuration Expert
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.
The object disappears after 10 minutes, when you use this feature again, or if it takes or deals any damage.
Enchantment Expert
Starting 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’s speed drops to 0, the creature cannot use reactions, and it can use an action or a bonus action on its turn but not both.
On 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.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.
Evocation Expert
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 half of the spell’s level, rounded up. 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.
Necromancy Expert
At 2nd level, 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 of 1st level or higher, you regain hit points equal to the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
Spell Secret
Your dedication to the Wizards of High Sorcery is undoubted. You learn two additional Black Robe secrets and gain a magic item attunement slot.
Wizard of Conjuration - Secret of Tyrrany
While you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.
Wizard of Conjuration - Secret of Untruth
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.
Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
Wizard of Enchantment - Secret of Blame
Beginning 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’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 can’t 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 can’t be charmed are immune to this effect
Wizard of Enchantment - Secret of Temptation
Starting 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.
Wizard of Evocation - Secret of Fury
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’s damage (if any) but suffers no additional effect from the cantrip.
Wizard of Evocation - Secret of Hatred
You can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Wizard of Necromancy - Secret of Despots
At 6th level, 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 zombie or skeleton, as appropriate.
Whenever you create an undead using a necromancy spell, it has additional benefits:
- The creature’s hit point maximum is increased by an amount equal to your wizard level.
- The creature adds your proficiency bonus to its weapon damage rolls.
Wizard of Necromancy - Secret of Pride
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t 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.
Greater Spell Secret
You have achieved the highest level of renown amongst the Wizards of High Sorcery.
Choose a Greater Secret of the Black Robes.
Additionally, you can call upon your order for aid. As an action, you send out a call for assistance and summon a total CR of creatures equal to your level divided by two from the following list: Enchanter (CR 5), Necromancer (CR 9), Mage (CR 6), and Spellcaster - Mage (CR 1, 2, 3 or 4). This summoning does not require concentration to maintain, but only lasts for one minute. All of the creatures summoned by this trait are Neutral and assist you to the best of their ability, are allies to you and those you travel with, follow your verbal commands, and act in your best interest if you are incapacitated or unable to give them orders.
Master Conjurer - Secret of Gluttony
Any creature that you summon or create with a conjuration spell has 20 temporary hit points.
Master Enchanter - Secret of Sloth
At 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’s understanding so that it remains unaware of being charmed.
Additionally, 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 your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.
Master Evoker - Secret of Wrath
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.
You can use this feature once per long rest.
Master Necromancer - Secret of Envy
Starting 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’t 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.

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