Wizard
Base Class: Wizard

Some wizards spend their entire lives focused on a single school of magic, others branch out and study several, or a specific application such as its use in war, others still study a fundamental force. Some however, study specifically the creatures and planes that find themselves influenced by and influencing magic. Those who study religion, devils, demons, angels, faeries, and creatures from the deep recesses of reality are known as occultists.

Theological Study - Proficiency

At 2nd level, you begin your study into the occult, gaining proficiency in either religion or history, if you already have proficiency in the chosen skill, your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Additionally, you may learn one language from deep speech, sylvan, celestial, infernal, or abyssal.

History

You gain proficiency in one of the skills listed above. This is doubled if you already have proficiency in the skill.

Religion

You gain proficiency in one of the skills listed above. This is doubled for any ability checks if you already have proficiency in the skill.

Theological Study - Language

At 2nd level, you begin your study into the occult, gaining proficiency in either religion or history, if you already have proficiency in the chosen skill, your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Additionally, you may learn one language from deep speech, sylvan, celestial, infernal, or abyssal.

Abyssal

You learn the language selected.

Celestial

You learn the language selected.

Deep Speech

You learn the language selected.

Infernal

You learn the language selected.

Sylvan

You learn the language selected.

Tools of The Craft

Starting at 2nd level when you take this school, you choose one tool which acts as an arcane focus from the options below.

Athame - You gain a dagger which is considered magical for the purposes of overcoming resistances and immunities, this dagger has a +1 bonus to attack and damage rolls and uses your intelligence modifier for its attack and damage rolls. Whenever you cast a spell of first level or higher as an action, you may attack with the dagger as a bonus action.

As a ritual as part of a long rest, you may convert a dagger of your choice into your athame, it gains all the same benefits as our athame, however cannot gain both its own attack and damage roll bonus and that provided by being your athame simultaneously.

Pentacle - You gain a pentagram in an amulet, ring, or tattoo form worn somewhere on your body, while wearing this pentagram, you gain a +1 bonus to your armor class. In addition, you cannot be possessed, and whenever you cast a spell of 1st level or higher, you may grant a creature of your choice that you can see within 30 feet of you gains temporary hit points equal to 1d6 + half your wizard level rounding down.

Rod - You develop a magic rod engraved with magic glyphs, this acts as your spellbook. While held, this rod grants you a +1 bonus to your spell attack rolls and spell save dc. When you cast a spell, that spell’s range is doubled or increased to 30 feet, whichever is greater. You may not benefit from the bonus to spell attack rolls and your save dc if you have another focus which would also do so.

As a ritual as part of a long rest, you may convert a spellbook of your choice into your rod, it gains all the same benefits as our rod, however cannot gain both its own save dc and spell attack bonus and that provided by being your rod simultaneously.

Chalice - You craft an enchanted chalice which can act as a vessel for magical power, you gain a +1 bonus to saves which you do not have proficiency in as long as you hold it. While holding this chalice, when you are targeted by a spell for which you are the only target, your chalice gains a number of charges equal to half the spell level rounding up, it may store a number of charges equal to your intelligence modifier. Whenever a creature you can see within 30 feet of you rolls a an attack roll or ability check, you may use your reaction to expend any number of charges and add the result to the total.

The bonuses granted by these items increases by 1 at level 10, and again at level 15, for a total of +3.

Athame

You gain a dagger which is considered magical for the purposes of overcoming resistances and immunities, this dagger has a +1 bonus to attack and damage rolls and uses your intelligence modifier for its attack and damage rolls. Whenever you cast a spell of first level or higher as an action, you may attack with the dagger as a bonus action.

As a ritual as part of a long rest, you may convert a dagger of your choice into your athame, it gains all the same benefits as our athame, however cannot gain both its own attack and damage roll bonus and that provided by being your athame simultaneously.

Chalice

You craft an enchanted chalice which can act as a vessel for magical power, you gain a +1 bonus to saves which you do not have proficiency in as long as you hold it. While holding this chalice, when you are targeted by a spell for which you are the only target, your chalice gains a number of charges equal to half the spell level rounding up, it may store a number of charges equal to your intelligence modifier. Whenever a creature you can see within 30 feet of you rolls a an attack roll or ability check, you may use your reaction to expend any number of charges and add the result to the total.

(Note, due to the way dndbeyond handles modifiers, the spell save must be manually done while rolling, or adjusted on the sheet)

Pentacle

 You gain a pentagram in an amulet, ring, or tattoo form worn somewhere on your body, while wearing this pentagram, you gain a +1 bonus to your armor class. In addition, you cannot be possessed, and whenever you cast a spell of 1st level or higher, you may grant a creature of your choice that you can see within 30 feet of you gains temporary hit points equal to 1d6 + half your wizard level rounding down.

Rod

You develop a magic rod engraved with magic glyphs, this acts as your spellbook. While held, this rod grants you a +1 bonus to your spell attack rolls and spell save dc. When you cast a spell, that spell’s range is doubled or increased to 30 feet, whichever is greater. You may not benefit from the bonus to spell attack rolls and your save dc if you have another focus which would also do so.

 

As a ritual as part of a long rest, you may convert a spellbook of your choice into your rod, it gains all the same benefits as our rod, however cannot gain both its own save dc and spell attack bonus and that provided by being your rod simultaneously.

(Note, due to dndbeyond's coding, the spell attack and spell save dc must be adjusted at level 10 and 15.)

Dark Communion

At 6th level, you form communion with an esoteric force or spirit representing one of the schools of arcana. Choose one school of magic, when you would lose concentration on a spell from this school as a result of taking damage, you may instead choose to maintain it. You may do this a number of times equal to your proficiency bonus per short rest.

Abjuration

Your chosen school is abjuration.

Conjuration

Your chosen school is conjuration

Divination

Your chosen school is divination

Enchantment

Your chosen school is enchantment

Evocation

Your chosen school is evocation

Illusion

Your chosen school is illusion

Necromancy

Your chosen school is necromancy 

Transmutation

Your chosen school is transmutation

Spirit Alchemy

Salt - You cannot have your form altered or changed against your will, additonally, you gain advantage on saving throws against being charmed, frightened.

 

Mercury - You may cast the alter self spell at will, additionally, when you are forced to make a saving throw, you may use your reaction to gain advantage on any saving throws of the same type for the next minute. You may use this reaction once per short or long rest.

 

Sulfur - As an action you may choose a creature you can see within 120 feet, that creature must then succeed on a dexterity saving throw against your spell save dc, on a failure, the creature takes 1d8+2 fire damage for each level you have in this class, on a successful saving throw, only taking half. Creatures reduced to 0 hp by this are killed instantly and reduced to a pile of ash, once you use this feature you may not use it again until you finish a short or long rest.

The damage of this feature may be changed by your apotheotic invitation feature as if it was a spell.

 

Gold - When a spell you cast with a duration of concentration or instantaneous, or that is cast on you that requires a roll for damage or restored health, you may cause the spell to roll the maximum or minimum possible. Once you use this feature you may not do so again until you finish a short or long rest.

 

Air - You gain a flying speed of 20 feet. When a creature targets you with an attack, spell, or ability, you may use your reaction to move up to 30 feet in a direction of your choosing without provoking opportunity attacks, if this takes you out of the range of the attack, spell, or ability, you avoid it completely and suffer no effects. Once you use this feature you may not do so again until you finish a short or long rest.

 

Vinegar - You may cast the purify food and drink spell at will, in addition, you gain a pool of d8s equal to half your wizard level (rounding down) which way be used to corrode and dissolve threats against you. When a creature hits you with a melee attack, you may expend up to half of these d8s as a reaction, rolling them, and dealing that amount of acid damage to the creature that hit you. Whenever you hit a creature with a melee attack, you may expend up to half of these d8s and add them to the damage of the attack as acid damage. You regain all expended dice at the end of a short or long rest.

The damage of this feature may be changed by your apotheotic invitation feature as if it was a spell.

 

Phosphorus - You gain darkvision out to 120 feet and may see in magical darkness and have advantage on saving throws against being blinded. Additionally, you can cast the guiding bolt and daylight spells at their lowest level at will.

 

Iron - You gain resistance to fire damage and advantage on saving throws against effects that would move or knock you prone against your will. Additionally, as an action, you may conjure a wall of iron within 60 feet of you, this wall is comprised of an amount of 10 foot wide by 10 foot tall by 1 foot wide segments equal to half your wizard level rounding down, each segment has 19 ac and hp equal to 6 times your wizard level and resistance to non-magical bludgeoning piercing and slashing, as well as immunity to fire, poison, and psychic. As an alternative, you may conjure a 30 foot tall circular iron fortress that provides three quarters cover or an iron sphere that provides full cover, in either case their radius is 20 feet and they have twice as much hp as a single segment of the wall.

Once you use this feature you may not use it again until the end of your next short or long rest.

Air

You gain a flying speed of 20 feet. When a creature targets you with an attack, spell, or ability, you may use your reaction to move up to 30 feet in a direction of your choosing without provoking opportunity attacks, if this takes you out of the range of the attack, spell, or ability, you avoid it completely and suffer no effects. Once you use this feature you may not do so again until you finish a short or long rest.

Gold

 When a spell you cast with a duration of concentration or instantaneous, or that is cast on you that requires a roll for damage or restored health, you may cause the spell to roll the maximum or minimum possible. Once you use this feature you may not do so again until you finish a short or long rest.

Iron

You gain resistance to fire damage and advantage on saving throws against effects that would move or knock you prone against your will. Additionally, as an action, you may conjure a wall of iron within 60 feet of you, this wall is comprised of an amount of 10 foot wide by 10 foot tall by 1 foot wide segments equal to half your wizard level rounding down, each segment has 19 ac and hp equal to 6 times your wizard level and resistance to non-magical bludgeoning piercing and slashing, as well as immunity to fire, poison, and psychic. As an alternative, you may conjure a 30 foot tall circular iron fortress that provides three quarters cover or an iron sphere that provides full cover, in either case their radius is 20 feet and they have twice as much hp as a single segment of the wall.

Once you use this feature you may not use it again until the end of your next short or long rest.

Mercury

You may cast the alter self spell at will, additionally, when you are forced to make a saving throw, you may use your reaction to gain advantage on any saving throws of the same type for the next minute. You may use this reaction once per short or long rest.

Phosphorus

You gain darkvision out to 120 feet and may see in magical darkness and have advantage on saving throws against being blinded. Additionally, you can cast the guiding bolt and daylight spells at their lowest level at will.

Salt

 You cannot have your form altered or changed against your will, additonally, you gain advantage on saving throws against being charmed, frightened.

Sulfur

As an action you may choose a creature you can see within 120 feet, that creature must then succeed on a dexterity saving throw against your spell save dc, on a failure, the creature takes 1d8+2 fire damage for each level you have in this class, on a successful saving throw, only taking half. Creatures reduced to 0 hp by this are killed instantly and reduced to a pile of ash, once you use this feature you may not use it again until you finish a short or long rest.

Vinegar

You may cast the purify food and drink spell at will, in addition, you gain a pool of d8s equal to half your wizard level (rounding down) which way be used to corrode and dissolve threats against you. When a creature hits you with a melee attack, you may expend up to half of these d8s as a reaction, rolling them, and dealing that amount of acid damage to the creature that hit you. Whenever you hit a creature with a melee attack, you may expend up to half of these d8s and add them to the damage of the attack as acid damage. You regain all expended dice at the end of a short or long rest.

Apotheotic Invitation

At 14th level, you’ve learned how to invite and conjure spirits into your body, once per long rest as a bonus action on your turn, you may allow yourself to be inhabited by a spirit from either the higher, lower, or outer planes, granting you the following benefits for 1 minute or until you end the inhabitation as a bonus action.

  • You manifest Spectral wings on your back, granting you a flying speed of 40 feet, or if you already had a flying speed, increasing it by 30 feet.

 

  • You gain a +2 bonus to your ac.

 

  • All your weapon attacks are magical, and when you make a weapon attack, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

 

  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.

 

  • You gain resistance to radiant and poison damage (higher planes), fire and necrotic damage (lower planes), or psychic and acid damage (outer planes)

 

  • When you cast a spell that deals damage, you may change its damage type to radiant or poison damage (higher planes), fire or necrotic damage (lower planes), or psychic or acid damage (outer planes)

 

  • You gain immunity to the charmed condition (higher planes), you gain immunity to the poisoned condition (lower planes), or you gain immunity to the frightened condition (outer planes).

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