Wizard
Base Class: Wizard

The Speaker of the Arcane is a wizard subclass that wields the power of their voice to cast spells and shape reality. Their magical voice is their most potent weapon, allowing them to cast spells with only verbal components and to dominate the will of others. At higher levels, they can speak words of power that can unmake objects, banish creatures to other planes of existence, and even shape the terrain around them. The Speaker of the Arcane is a master of words, using their voice to bend reality to their will and strike fear into the hearts of their enemies.

Voice of Magic

Beginning at second level, all spells cast by you require only verbal components. However, spells that did not previously require verbal components now do.

Tyrant of Voice

Beginning at 2nd level, you can use your voice to dominate the will of other creatures. You choose one creature and issue a one sentence command that is not directly harmful to that creature. The creature must make a Wisdom saving throw or follow the command. This feature can be used a number of times per long rest equal to your intelligence modifier.


At 7th level, commands can be directly harmful, but the creature has advantage on these commands and the dc is three lower.

Voice of Will

Starting at 6th level, your magical voice gains the power to shape reality itself with your words. As an action, you can speak a sentence of up to 10 words that has a profound impact on the world around you. The effect of your sentence depends on the nature of your words and the DM's discretion, but it should be powerful and far-reaching.

For example, you might say "I command the earth to break," causing the very ground to shake and crack. Or you might say "All who oppose me shall suffer," causing your enemies to be struck by a bolt of lightning or other harmful effect. The DM determines the exact nature and scope of the effect, based on the power of your words and the circumstances of the situation.

You can use this feature once per long rest. At higher levels, you can use it more often: twice per long rest at 10th level, three times per long rest at 14th level. Additionally, the power of your words increases as you gain levels. At 10th level, you can speak a sentence of up to 20 words.

Note that this feature is highly dependent on the DM's discretion and the specific circumstances of each situation. The power of your words should be balanced and appropriate for the situation, and the DM should work with you to ensure that the effect of your sentence is fair and reasonable.

Thundering Speach

Beginning at 10th level, you imbue your voice with such willpower that, when you cast a spell, you can choose to make all creatures within 20 feet of you to make a charisma saving throw or take your wizard level in thunder damage. Alternatively, when speaking, and not casting a spell, you can cause all creatures within 10 feet to make a charisma saving throw or be intimidated and stunned.

Words of Power

Starting at 14th level, you gain the ability to speak one of the following words of power: Unmake, Bolster, Weaken, Restore, Banish, or Raze. You can use this ability a number of times equal to your Intelligence modifier (minimum of once) per long rest. Speaking the word of power uses an action, and its effect depends on the chosen word:

  • Unmake: You can target a non-magical object within 60 feet and cause it to disintegrate into dust. Alternatively, you can target a creature and deal damage equal to your wizard level multiplied by your Intelligence modifier to it. The target creature must make a constitution saving throw against your spellsave dc. on a failed save, the creature turns to dust.
  • Bolster: You can target yourself or a creature within 60 feet and grant it temporary advantage on all saving throws made for the next ten minutes. Alternatively, you grant the creature an automatic success on the next saving throw it makes.
  • Weaken: You can target a creature within 60 feet and reduce its damage output by half for 1 minute and reduce its AC by 8 for 1 minute.
  • Restore: You can target a creature within 60 feet and heal it for an amount of hit points equal to three times your wizard level. Alternatively, you can target a non-magical object and repair it as if you had cast the Mending cantrip, but the object can be up to 15 feet in any dimension.
  • Banish: You can target a creature within 60 feet and force it to make a Charisma saving throw. On a failed save, the creature is banished to another plane of existence. If it is native to your current plane, it disappears into a demiplane for the next ten hours. Alternatively, you can target a magical effect and dispel it if it's a spell of 9th level or lower.
  • Raze: You can target a point of non-magical terrain within 60 feet and cause a 10 foot radius circle around it to be crushed into the ground, leaving the area flat. Structures in this area take  damage equal to three times your wizard level. Creatures in this area take force damage equal to your wizard level plus your proficiency modifier plus your intelligence modifier.

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