Wizard
Base Class: Wizard

Arcane Awareness

Beginning when you select this school at 2nd level, your study of raw magic has unlocked the ability to see the fabric of the mystical Weave. You always have Detect Magic prepared, you can cast it without expending a spell slot, and the spell doesn’t count against the number of spells you have prepared.

Arcane Essence

Starting at 2nd level, the first thing you learn is how to harness the primal source of magic. The Arcane Essence ability is treated as a cantrip for the purposes of interactions with other spells or abilities such as counterspell.

As an action, you perform the verbal and somatic components to fire forth a bolt of pure magical power. You make a ranged spell attack at a single creature or object within 120ft of you. The bolt deals 1d6 points of magical damage, which bypasses any resistance that is not effective against all damage types or against generic magic damage i.e. Oath of Ancients Paladin’s Aura of Warding or Abjuration Wizard’s Spell Resistance.

At Higher Levels. This spell’s damage increases by 1d6 when you reach certain wizard levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

A Magus Imperium is able to spend a spell slot as part of casting Arcane Essence in order to add a number of d6s of damage equal to the spell level of the  slot spent. When you spend a spell slot in this way, it becomes a spell of that level for the purposes of interacting with other spells and abilities.

Arcane Secrets

At 6th level, you learn to apply special magical effects to your Arcane Essence. When you gain this feature, you learn the Arcane Secret options from two schools of magic of your choice (see "Arcane Secrets" options below).

When you use a spell slot to enhance your Arcane Essence, you can apply one of your Arcane Secret options to that spell as a bonus action(unless specified otherwise). You decide to use the option when the Arcane Essence hits or the circumstance described in the ability is met.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Arcane Duplication

At 10th level, when your Arcane Essence isn’t modified in any way, it can now target two creatures that are within range and within 30ft of each other.

Arcane Travel

Starting at 14th level, you can harness extra magical energy to move your body. When you cast a spell using a spell slot of 1st level or higher, you can use a bonus action to teleport up to 30 feet to an unoccupied space you can see.

Once you use this feature, you must finish a short or long rest before you can use it again.

Arcane Awareness

You always have Detect Magic prepared, you can cast it without expending a spell slot, and the spell doesn’t count against the number of spells you have prepared.

Arcane Essence

Starting at 2nd level, the first thing you learn is how to harness the primal source of magic. The Arcane Essence ability is treated as a cantrip for the purposes of interactions with other spells or abilities such as counterspell.

A Magus Imperium is able to spend a spell slot as part of casting Arcane Essence in order to add a number of d6s of damage equal to the spell level of the  slot spent. When you spend a spell slot in this way, it becomes a spell of that level for the purposes of interacting with other spells and abilities.

Arcane Secrets

At 6th level, you learn to apply special magical effects to your Arcane Essence. When you gain this feature, you learn the Arcane Secret options from two schools of magic of your choice (see "Arcane Secrets" options below).

When you use a spell slot to enhance your Arcane Essence, you can apply one of your Arcane Secret options to that spell as a bonus action(unless specified otherwise). You decide to use the option when the Arcane Essence hits or the circumstance described in the ability is met.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Abjuration Specialization

Suppression. The target hit by your Arcane Essence must succeed at a constitution save or have its ability to use magic, as well as any magic items or spell effects affecting it, suppressed for 1 round per spell level of the slot spent.

Aegis. As a reaction, you are able to use your Arcane Essence to negate the damage that is dealt in an area that you are included in. You roll damage, adding additional dice by spending a spell slot as normal, and reduce the damage taken by each creature in the area by the number rolled.

Conjuration Specialization

Assume Control. You attempt to take control of a summoned creature. When you hit the creature with Arcane Essence, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level used to summon the creature. On a success, you take control of the creature for the remaining duration using your own concentration as normal for the summon spell used.

When you enhance Arcane Essence using a spell slot of 1st level or higher, you automatically take control of the creature if the level of the summoning spell is less than or equal to the level of the spell slot you used.

Summon Swarm. Tiny, swarming, biting creatures fill a 10-foot-radius sphere centered on a target that your Arcane Essence hits within range. The target hit takes Arcane Essence plus enhancement damage. When the area appears, each creature in it must make a Constitution saving throw. A creature takes Arcane Essence damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

The sphere’s area is difficult terrain, and is considered lightly obscured. The sphere remains for a number of rounds equal to the spell level spent as long as you maintain concentration.

Divination Specialization

Arcane Accuracy. You grant your Arcane Essence the ability to seek out your target, allowing the bolt to curve and twist its path in search of its target. When you use this option, you don’t make an attack roll for the spell. Instead, choose one creature you have seen in the past minute. If the target is within range, it becomes the spell’s target even if you can’t see it. If the target isn’t within range, the bolt dissipates without effect and this use of the ability is wasted.

The target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the spell,  and you learn the target’s current location. On a success, the target takes half as much damage, and you don’t learn its location.

Mystic Hunter. Your Arcane Essence connects your mind to the mind of one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

This effect lasts for a number of hours equal to the spell slot spent as long as you maintain concentration.

Enchantment Specialization

Senseless. Your Arcane Essence sends creatures into an insensate stupor. Roll damage for the spell, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a target you hit within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the creature takes damage, or someone uses an action to shake or slap the creature back to their senses. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. This is not a sleep effect so Undead and creatures immune to sleep effects can be affected by this spell. Creatures immune to being charmed still aren’t affected by this spell.

Pacify. A creature hit by your Arcane Essence can’t make an attack, cast a spell, or deal damage to a creature unless it succeeds at a wisdom save. If the creature has succeeded at the save against a creature, it may attack that creature freely. It must succeed at a wisdom save to affect any other creature.

The effect remains for a number of rounds equal to the spell level spent.

Evocation Specialization

Ruin. This use of your Arcane Essence becomes a sphere area with a radius equal to 5 x the spell level of the slot spent to enhance your Arcane Essence.

Devastation. After you hit a creature with Arcane Essence, you can spend a spell slot up to 5th level to smite that creature with magical energy. Your Arcane Essence deals an extra 1d6 magic damage per level of the spell slot spent in this way. If the creature can cast spells, this additional smite damage increases from a d6 to a d8.

Illusion Specialization

Magical Armaments. You weave your Arcane Essence to create a weapon of solidified magic in your hand through which you can channel your spell energy. This magic weapon lasts a number of rounds equal to the spell slot spent. It counts as a simple melee weapon with which you are proficient. It deals damage equal to your Arcane Essence on a hit and has the finesse, light, and thrown properties (range 20/60). On subsequent turns, you can continue to enhance the damage of your magical weapon by spending spell slots. In addition, when you use the weapon to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

Phantom Assault. You split your Arcane Essence into one or more illusory darts. You have a number of d6s equal to your Arcane Essence damage dice plus the spell level of the slot used to enhance it. Each dart must have at least 1d6 of damage and no target can be hit by more than one dart per use of this ability. Any creature targeted by a dart must make an Intelligence saving throw taking 1d6+1 magical damage per d6 allocated on a failure and no damage on a success.

For example, if you are a 5th-level Magus Imperium, you can use Arcane Essence to spend a 2nd-level spell to gain 4d6 damage. Using Phantom Assault, you can split your Arcane Essence up into 4 darts that deal 1d6+1 each, 2 darts that deal 2d6+2 each, or 1 dart that deals 4d6+4.

Necromancy Specialization

Siphon. A tendril of inky darkness reaches out from you, touching the creature hit by your Arcane Essence to drain life from it. The target must make a Constitution saving throw. On a failure,  you are healed for half of the damage dealt to it. On a success, nothing happens

Reanimate. A humanoid killed by your Arcane Essence rises at the start of your next turn as a zombie that is temporarily under your command, following your verbal orders to the best of its ability. The zombie gains a bonus to its attack and damage equal to the spell level of the slot spent to enhance the Arcane Essence.

Transmutation Specialization

Potency. The target hit by your Arcane Essence must make a Strength save. On a failure,  it is moved 10ft per spell level in a direction of your choice. On a success, this has no effect.

Malicious Mutation. A creature hit by your Arcane Essence is temporarily warped and twisted. On a failed Constitution save, it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.

This ability lasts for a number of rounds equal to the spell level of the slot spent to enhance your Arcane Essence.

Arcane Duplication

At 10th level, when your Arcane Essence isn’t modified in any way, it can now target two creatures that are within range and within 30ft of each other.

Arcane Travel

Starting at 14th level, you can harness extra magical energy to move your body. When you cast a spell using a spell slot of 1st level or higher, you can use a bonus action to teleport up to 30 feet to an unoccupied space you can see.

Once you use this feature, you must finish a short or long rest before you can use it again.

Previous Versions

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