Wizard
Base Class: Wizard

The School of Planeswalking teaches wizards to focus on the emotion and philosophy of Magic. It categorizes all magic into a "color wheel" or "color pie." 

  • White represents order, peace, and light. Their spells tend to focus on preventing damage, protecting allies, and neutralizing advantages on the battlefield by their opponents.
  • Blue represents intellect, logic, manipulation, and trickery. Its magic is typically associated with the classical elements of air and water. Many of Blue's spells can interact or interfere with the opponent's spells as well as with the general flow of battle.
  • Black represents power, death, corruption, and sacrifice. Black's spells coerce enemies into submission through fear and has close ties with necromancy and the summoning of Fiends.
  • Red represents freedom, chaos, fury, and warfare. Its powers are associated with the classical fire and earth elements, and tends to have the strongest spells such as fireball.
  • Green is the color of nature, evolution, and indulgence. Green is usually associated with the same spells a Druid can prepare, but its knowledge has been tapped by the Simic Combine to be shared with all those chaotic enough to tap into Green's energy. 

Primary Color

Everyone has a favored color when they begin this discipline. Choose a color and gain the corresponding benefits along with the associated spells:

White
Wizard Level SPELLS

2nd

sacred flame, sanctuary

6th

find steed, daylight

10th

banishment, hallow

14th

sunbeam, conjure celestial 

 

Blue
WIZARD LEVEL SPELLS

2nd

vicious mockery, command

6th

mirror image, counterspell

10th

arcane eye, scrying

14th

mass suggestion, simulacrum 

 

Black
WIZARD LEVEL SPELLS

2nd

chill touch, inflict wounds

6th

darkness, animate dead

10th

blight, raise dead

14th

harm, finger of death 

 

Red
WIZARD LEVEL SPELLS

2nd

produce flame, burning hands

6th

scorching ray, fireball

10th

wall of fire, flame strike

14th

chain lightning, fire storm 

 

Green
WIZARD LEVEL SPELLS

2nd

shillelagh, entangle

6th

spike growth, conjure animals

10th

giant insect, awaken

14th

transport via plants, plane shift 

 

Black

Deathtouch - Whenever you cast a spell of 1st level or higher that deals necrotic damage, you can add your intelligence modifier to the damage roll. 

You also gain resistance to necrotic damage. 

Blue

Flash - When a creature within 60 ft of you makes a spell attack roll, you can use your reaction to either add or subtract (your choice) your intelligence modifier to the roll. You make this decision after the roll, but before you know the outcome. 

You can use this ability a number of times equal to your intelligence modifier (min. of 1) per long rest. 

Green

Fight - You have advantage on Constitution saving throws to maintain concentration on a spell. 

Red

Haste - Twice per long rest, you can use a bonus action to cast a spell with a casting time of 1 action. (This is akin to the Quickened Spell Metamagic option)

White

Vigilance - While unarmored, you gain a bonus to your AC equal to your intelligence modifier.

Favorite Guild

Starting at 6th level, choose a Guild of Ravnica that shares a color with your Primary Color choice. You gain benefits based on your choice. 

Azorius (Blue/White) - Addendum

Addendum - When you cast a successful counterspell, regain the spell slot used for the counterspell.

Boros (Red/White) - Mentor

Mentor - When you expend a spell slot to cast a spell, you can give another creature that you can see temporary hit points equal to the level of the spell slot. 

Dimir (Blue/Black) - Surveil

Surveil - You can add your intelligence modifier to perception and insight checks. 

Golgari (Black/Green) - Undergrowth

Undergrowth - When a plant or undead creature dies within 60 ft. of you, regain a spell slot equal half the CR of the creature rounded down. If the resulting number is less than one, you do not regain a spell slot. 

Gruul (Red/Green) - Riot

Riot - You gain a bonus to initiative checks equal to your intelligence modifier. 

Izzet (Red/Blue) - Jump-start

Jump-start - If you use your action to cast a cantrip, you can use your bonus action to copy the same cantrip. You can only use this feature twice per long rest. 

Orzhov (Black/White) - Afterlife

Afterlife - When an ally within 60 ft. falls to 0 hp, you and other allies within 60 ft. gain temporary hit points equal to a third of your maximum hit points, rounded down. An ally that is already at 0 hp cannot benefit from this feature.

Rakdos (Red/Black) - Spectacle

Spectacle - If you kill a creature on your turn that is not a construct or a plant, you can use your reaction to force creatures within 120 ft. to make a Wisdom saving throw. On a failure, the creature is now frightened of you. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Selesnya (Green/White) - Convoke

Convoke - If 3 or more humanoid allies are within 20 ft. of you, you may cast 1st level spells without expending spell slots.

At 18th level, this applies to 2nd level spells as well. 

Simic (Blue/Green) - Adapt

Adapt - As a bonus action, you can expend a spell slot to add a bonus to attack and damage rolls for your spells for the next minute. The bonus is equal to 1 + the level of the spell slot. This effect cannot stack.

Color Verb

Beginning at 10th level, your Primary Color has begun to focus on a preferred method of attack. 

Burn (Red)

When you use the Haste ability, you can cause the target of your hasted spell to be vulnerable to the damage applied by the spell. 

Destroy (Black)

If you dealt necrotic damage to a creature this turn, you can use your bonus action to declare a damage type. Until the start of your next turn, that creature takes normal damage from that damage type regardless of immunities, resistances, vulnerabilities, and critical hits. 

Exile (White)

Once per long rest, if you take damage from a melee attack, you can use your reaction to have the creature make a Charisma saving throw against your spell DC. On a failure, the creature is banished to a harmless demiplane. At the start of its next turn, it appears in the same space it occupied where it was banished. If the space is occupied, the creature occupies the nearest available space. 

Mill (Blue)

Your Flash ability is now empowered. 

If a spell attack misses after subtracting your bonus from the roll, creatures have advantage against the attacking creature until the start of its next turn. 

If a spell attack hits after adding your bonus to the roll, creatures have disadvantage against the attacking creature until the start of its next turn. 

Ramp (Green)

If you roll a 20 to maintain concentration, you can now concentrate on 2 spells at the same time for the next 10 minutes. If you are still concentrating on more than one spell at the end of the 10 minutes, you decide which spell to keep concentrating and drop the rest. 

At level 20, you can instead concentrate on up to 3 spells. 

If you are forced to drop concentration prematurely, you lose concentration on all spells and take one level of exhaustion for each additional spell you were concentrating on. 

Color Mastery

Starting at 14th level, your Primary Color has now evolved into an ultimate ability. 

You gain one of the following benefits depending on your Primary Color. 

Epic (White)

To activate this ability, you must use the word "Epic" as a preface to the name of a spell. (e.g. Epic Fireball) For the next minute, you must spend your action to cast that same spell without expending a spell slot. After the minute expires, you are unable to cast spells until you finish a long rest, except through the use of magic items. 

Hexproof (Blue)

If you and only you are targeted by a spell, you can choose to move the target to another creature as a reaction. You regain use of this feature once per long rest, or whenever you successfully charm a creature. 

Mana (Green)

Mana: As part of your Arcane Recovery, you get a bonus to the number of spell slots you can recover equal to your intelligence modifier. Also, there are no restrictions to which spell slots you are allowed to recover. 

Reanimate (Black)

Whenever a creature that is not undead or a construct dies, you can use your reaction to attempt to reanimate the creature. Make an intelligence check with a DC equal to 8 + the CR of the creature. On a success, the creature is returned to life as if by the raise dead spell, except the creature is forced back to life regardless if its soul is willing, and it gains temporary hit points equal to your maximum HP. The creature is under your control, and you are not able to cast a spell until the creature's soul is allowed to lay to rest. 

Storm (Red)

To activate this ability, you must use the word "Storm" as a suffix to the name of a spell. (e.g. Chain Lightning Storm) While in initiative, you gain a brand that glows with more radiance for every cantrip you cast. Upon casting a Storm spell, you duplicate the effect of that spell for every time you casted a cantrip during combat. For example, if you casted 5 cantrips during the same initiative, you will copy the effect of the Storm 5 times. Afterwards, you can only cast cantrips until you finish a long rest. 

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