Wizard
Base Class: Wizard

Mage or Magician is an overarching term that describes all practitioners of arcane magic. In modern times "mage" has become a derogatory term, and though originally it had no such connotations, members of the wizarding elite now use the title to condescendingly refer to a practitioner who has not graduated from one of the established wizarding schools.

A magician might be a wizarding school dropout, a hedge wizard, a magical performer, or a person with magic in their veins. 

Benevolent mages seek to counsel nobles and merchants, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.

Vocational Casting

Without the backing of a prominent wizarding school, you have turned to a more vocational form of Spellcasting. You gain access to the artificer spell list.

When your Spellcasting feature lets you learn a wizard cantrip or a wizard spell of 1st level or higher, you can choose the new spell from the artificer spell list or the wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you.

In addition, when you find an artificer spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. You must otherwise obey all the restrictions for copying a spell into your spellbook.

Potent Cantrips

Starting at 6th level, you can add your Intelligence modifier to the damage you deal with any cantrip.

Empowered Spells

Beginning at 10th level, you can choose one school of magic. Whenever the you cast a spell of that school by expending a spell slot, you can add your Intelligence modifier to the spell's damage roll or healing roll, if any.

Abjuration

Whenever you cast an abjuration spell by expending a spell slot, you can add your Intelligence modifier to the spell's damage roll or healing roll, if any.

Conjuration

Whenever you cast a conjuration spell by expending a spell slot, you can add your Intelligence modifier to the spell's damage roll or healing roll, if any.

Divination

Whenever you cast a divination spell by expending a spell slot, you can add your Intelligence modifier to the spell's damage roll or healing roll, if any.

Enchantment

Whenever you cast an enchantment spell by expending a spell slot, you can add your Intelligence modifier to the spell's damage roll or healing roll, if any.

Evocation

Whenever you cast an evocation spell by expending a spell slot, you can add your Intelligence modifier to the spell's damage roll or healing roll, if any.

Illusion

Whenever you cast an illusion spell by expending a spell slot, you can add your Intelligence modifier to the spell's damage roll or healing roll, if any.

Necromancy

Whenever you cast a necromancy spell by expending a spell slot, you can add your Intelligence modifier to the spell's damage roll or healing roll, if any.

Transmutation

Whenever you cast a transmutation spell by expending a spell slot, you can add your Intelligence modifier to the spell's damage roll or healing roll, if any.

Archmage

Starting at 14th level, as an archmage, you have gained further magical prowess.

You can can either resist attempts to break your concentration or resist enemy magical effects.

Focused Casting

You have advantage on any Constitution saving throw you make to maintain your concentration on a spell.

Magic Resistance

You have advantage on saving throws against spells and other magical effects.

Previous Versions

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