Wizard
Base Class: Wizard

The greatest goal of a wizard is to master their branch of the arcane. Many great wizards have achieved this feat throughout the years, while many have not. There is, however, a title only very few wizards have achieved. Some choose not to focus on a single branch of magic, but to instead learn all equally. These mages, at their peak, are referred to as Archmagi. They are among the most fear wizards to grace the planes. Word from the wise: do not cross an Archmage.

Archmage Spells

Starting at 3rd level, you gain a list of spells that you always have prepared.

Wizard Level Spells

3rd

 Arcanist's Magic Aura, Maximillian's Earthen Grasp

5th

 Haste, Fly

7th

 Arcane Eye, Polymorph

9th

 Arcane Hand, Legend Lore

Generalist Savant

Starting at 2nd level, you gain the ability to decipher magical texts. The amount of time needed to copy a spell into your spellbook is decreased by 1 hour. Additionally, the gold needed to copy any spell is decreased by 2d6.

Magical Reserves

Starting at 2nd level, your training in all types of magic has opened the way for you to cast spells in a more powerful way using your newly opened magical reserves. Whenever you want to cast a spell of a higher level, but do not have any spells slots available for that level, you may choose to expend two spells slots of the level below in order to cast that spell at the preferred level. For instance, if you were to have 3 level 2 spell slots available and no level 3 spell slots, you may choose to use two level 2 spell slots in order to cast a spell of 3rd level. You may only do this if you have the ability to cast spells of that higher level or to cast a spell at a single level higher than what you could normally do. This does not allow you to learn spells of a higher level earlier; only upcast spells that you already know.

Sage's Wisdom

Starting at 6th level, you've begun to truly understand the innerworkings of the Weave. When casting a spell, you may choose to attempt to apply one of the following effects, choosing the effect before knowing whether or not it succeeds in its task. Each effect is resisted by a Wisdom saving throw contested by your spellcasting save.

  • A creature affected by the spell has disadvantage on the save
  • A creature affected by the spell has their AC lowered by -1; this does not affect creatures which are immune to Charm effects. This effect lasts until the end of your next turn.
  • The spell deals an extra die of damage that is maxed
  • You may spend an extra spell slot of the same level or higher; doing so allows you to roll on the wild magic table, even if the original spell effects do not take effect

You may use the effects an amount equal to your Intelligence modifier per long rest.

Forbidden Knowledge

Starting at 10th level, you gain a quicker mind and the knowledge to implement your spells quicker. Whenever you cast a spell of 1st level or higher as an action or bonus action, you may choose to cast another spell of that level or lower using the other action type. For instance, if you used your bonus action to cast Misty Step, you may use your action to cast a spell of 2nd level or lower as your action, so long as that spell usually costs an action, and vice versa.

Spell Permeance

Starting at 14th level, your knowledge of spells grows to a level which many cannot hope to achieve. When you cast a spell of 3rd level or lower which requires concentration, you may have a second spell of that level or lower that requires concentration active.

Previous Versions

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