Wizard
Base Class: Wizard

Most wizards that specialise in one school of magic must make do with what basic spells they can eke out in the corporeal world around them. But wizards focused on the nature of Spell Weaving, have dug into the secret mathematical workings of the very fabric of magic itself. Studying how to touch the threads of reality and manipulate them in real time, becoming a craftsman on the loom of creation.

Scholars and archmagi of this sect have unravelled many of the world’s mysteries and workings in this way. Some are tinkerers and pranksters, some are scientists and artists, and some pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds. 

A/N: This subclass is a re-skinned version of a playtest of the Wizard of the Citadel, which belongs to (and is copyright) of the Worlds Beyond Number team for the podcast The Wizard the Witch and the Wild One, designed by Brennan Lee Mulligan, Aabria Iyengar, and Mazey Veselak. Creation of this homebrew is for easy use on DnD Beyond Character Creation for the 2014 PHB ruleset.

Arcane Scholar

2nd-level Spell Weaving feature

While studying magic, you also specialised in another field of study in lieu of becoming a savant in a certain school of magic. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.

Ritual Diagrams

2nd-level Spell Weaving feature

You learn to map out your spells to speed your ritual spell casting. When you cast a spell as a ritual, you can draw a 15-foot-radius arcane diagram on a flat, level surface, using chalk, salt, blood, or another material suitable to the spell in question. Once the first ritual casting is complete, you can cast the same spell as a ritual without spending the additional 10 minutes so long as you are within the boundaries of the diagram.

A creature within 5 feet of the diagram can use an action to scuff it, ending this effect. Likewise, running water, strong winds, and other such forces can destroy the diagram. You can maintain a number of diagrams equal to your Proficiency Bonus. If you exceed your maximum number of diagrams, your oldest diagram immediately loses its magical properties.

Spellcraft Secrets

2nd-level Spell Weaving feature

Through diligent study, you’ve learned esoteric tricks, twists, and shortcuts of spellcasting methodology, and can modulate your spells as you cast them.

You gain three spellcraft secrets of your choice from among those described in the “Spellcraft Secrets Options” section later in this subclass’s description. Whenever you reach an even-numbered Wizard level after 2, you gain one additional secret of your choice.

You can use only one secret on a spell when you cast it. If a secret calls for a saving throw, use your spell save DC if no other DC is specified. You can modify a Wizard spell with a secret a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest. Additionally, whenever you gain a Wizard level, you can choose one of the secrets you know and replace it with another secret.

Secret of Alacrity

You can modify some spells to cast them with unexpected speed. When you cast a spell with this secret that has a casting time of 1 minute or longer (that you aren’t casting as a ritual) and a duration of 1 hour or less, you can cast it with 1 action instead. You can use this secret on a spell of a level up to your proficiency bonus.

Secret of Antimagic

When you succeed on a saving throw against a spell, you can use this secret to analyse the construction of the caster’s spells. Until you finish a long rest, you have advantage on ability checks made to counter or dispel that caster’s spells.

Secret of Arcane Rebuke

When you cast a spell that requires Concentration using this secret, you weave a hidden contingency into the casting. If a creature within 300 feet of you causes you to lose Concentration on the spell, the creature takes Force damage equal to 1d8 + the level of the spell, and must make a Constitution saving throw (DC {{savedc:int}}). On a failure, it has the Stunned condition until the start of its next turn.

Secret of Contingency

When you cast a spell with a casting time of 1 action with this secret, you can delay the spell’s effects and declare a triggering condition. You must concentrate on the delayed spell. The first time the triggering condition is met, the spell takes effect as if you just finished casting it. Choose targets and other parameters of the spell as it takes effect. If the spell isn’t triggered within 1 minute, it dissipates with no effect.

Secret of Entangled Will

While concentrating on a spell that affects a single creature, you can use this secret to disrupt other Concentration spells on the target. As a Bonus Action, make an ability check using your spellcasting ability modifier against the spell save DC of each of the other casters concentrating on a spell on the target. If you succeed on any of the checks, you can end Concentration on your spell to dispel those spells.

Secret of False Revelations

When you cast an Illusion spell with this secret, it gains a Material component: a candle worth 25 gold made from rabbit tallow, nutmeg, and honey, which the spell consumes. Creatures with Truesight do not automatically detect the illusion nor automatically succeed on saving throws against it. Creatures that can see Invisible creatures and objects, only perceive subjects rendered Invisible by the spell if they pass within 5 feet of them.

Secret of Focused Effect

When you cast a spell that causes creatures to make a saving throw against an area of effect, you can use this secret to cause the spell to affect only a single creature. If you do, that creature makes its saving throw with Disadvantage.

Secret of Spell Shadowing

When you cast a spell with this secret, roll a d6: On a four or higher, creatures can’t take Reactions in response to the spell or its casting. On a three or lower, ability checks to counter the spell are made with Disadvantage.

Secret of The Bypassed

When you cast a spell that targets a single creature with this secret, you can target it regardless of its current location, so long as it was in range of the spell at any time since the end of your last turn. If you normally have to see the creature to target it, you can do so as long as you were able to see it at any time since the end of your last turn. If the spell requires an attack roll, the target can only benefit from the lowest degree of cover it had from you in that time.

Secret of The Crystalline Web

When you use this secret to modify a spell of first level or higher, the spell’s energy forms a strong crystal matrix with an effect depending on the spell’s school of magic: 

  • Abjuration or Transmutation. If the spell has a casting time of 1 action, crystalline armor appears around you, granting you a +2 bonus to AC for 1 minute. 
  • Conjuration. If the spell conjures or summons a creature, it gains a +2 bonus to AC for the duration of its conjuring or summoning. 
  • Evocation. Crystalline threads hinder your foes. On the turn you cast the spell, one creature that failed the saving throw against it, has its Speed reduced to 0 until the start of your next turn.

Secret of The Ricochet

The first time you make an attack roll for a spell cast with this secret and roll an even number on the d20, you can choose another target within 15 feet of the first, that also becomes a target of this spell. Make a new spell attack against that target.

Secret of the Twilight Crown

When you cast a spell with this secret while you are in Bright Light or Darkness, you draw the light or darkness into yourself, leaving only Dim Light within a radius of 60 feet from you for 1 minute. This area moves with you as a crown of soft twilight glow appears on your brow.

For the duration, you ignore Disadvantage on Wisdom (Perception) checks imposed by Dim Light or Darkness. Also for the duration, enemies provoke an Opportunity Attack from you when they move to a space within 5 feet of you. You can take a Reaction to cast a cantrip at the creature, rather than making the Opportunity Attack. The cantrip must have a casting time of 1 action and must target only that creature.

Secret of Torporance

When a creature fails its saving throw against an Enchantment spell you cast, you can use this secret to cause that creature to drift to sleep when the spell ends. At the end of the spell's duration, the target has the Unconscious condition for 1d100 minutes until it takes damage, or someone uses an action to slap or shake the creature awake.

Secret of Warp and Weft

When you use this secret on a Divination spell or a spell that deals damage, you perceive the weakest and strongest points in the physical structure of objects as faint vertical and horizontal lines like woven threads. For 1 minute, your spells that deal damage can target objects as if they were creatures, and your spells and weapon attacks deal double damage to objects.

Applied Arcana

6th-level Spell Weaving feature

The Crafting of spells reminds its scholars to step out of the ivory tower and undertake creative labours. Choose one of the following fields of applied arcana and gain the associated features, which include proficiency with its related Artisan Tool, as well as two additional features specific to that specialisation.

Alchemy

You dedicate yourself to the art of alchemy, drawing upon its healing and transformative aspect—as well as its fulminating and destructive side. You gain the following benefits:

  • You gain proficiency with Alchemist’s Supplies. If you already have this proficiency, you instead gain proficiency with one other type of Artisan’s Tools of your choice.
  • When you use an Action or Bonus Action to drink a potion that restores Hit Points or administer such a potion to another creature, or to throw a vial of Acid or a flask of Alchemist’s Fire, you can double the number of Hit Points regained or damage dealt.
  • When you drink a potion, roll a d6: on a 6, you gain the benefit of the potion with only the barest sip, and the potion isn’t expended.

Astronomy

You study the patterns of the stars and planets in their eternal cycles to better navigate the world. You gain the following benefits:

  • You gain proficiency with Navigators Tools. If you already have this proficiency, you instead gain proficiency with Cartographers Tools, or with one other type of Artisan's Tools of your choice.
  • When you travel using Navigator's Tools, or a map of the region, your superior navigation doubles your pace, and that of creatures travelling with you.
  • You add the Misty Step and Dimension Door spells to your spellbook if they are not already there. You automatically have the spells prepared and they do not count against the number of spells you prepare. In addition, the maximum distance you can teleport when you cast them is doubled.

Forge Magic

You work the forge and weave the subtle spells of smiths into molten steel and polished silver. You gain the following benefits:

  • You gain proficiency with Smith’s Tools. If you already have this proficiency, you instead gain proficiency with one other type of Artisan’s Tools of your choice.
  • You can attune to a fourth magic item. The item must be a Ring, Rod, Staff, Wand, or Weapon.
  • You add the Magic Weapon and Elemental Weapon spells to your spellbook if they are not there already, and they count as Wizard spells for you. You automatically have the spells prepared and they don’t count against the number of spells you prepare. While you are concentrating on either of these spells, your Concentration can’t be broken as a result of taking damage.

Inscription

Every Wizard must write in their spellbook, but some elevate this art form with calligraphy and illumination. You gain the following benefits:

  • You gain proficiency with Calligrapher’s Supplies. If you already have this proficiency, you instead gain proficiency with one other type of Artisan’s Tools of your choice.
  • You are adept at empowering the release of inscribed magical energy. When you cast a spell from a Spell Scroll, roll a d6. On a 4 or 5, the spell takes effect as if it was cast with a spell slot one level higher. On a 6, the spell takes effect as if it was cast with a spell slot two levels higher.
  • The time and cost to add a new spell into your spellbook is halved. Additionally, when you copy a spell from a Spell Scroll into your spellbook, the scroll isn’t destroyed.

Cryptic Rider

10th-level Spell Weaving feature

You have learned to hide one spell within the umbra of another. When you cast a Wizard spell of 5th level or higher, that forces one or more creatures to make a saving throw, you can choose to give affected creatures Advantage on their saving throw. When you do so, you can simultaneously cast a second spell with a casting time of 1 action that targets only one creature.

Choose one target who succeeded on its save against the first spell. It has no effect on that creature, and the creature is targeted by the second spell instead. (The second spell uses its own range or that of the first spell, whichever is longer.) If the first spell is countered, the creature that countered it is automatically targeted by the second spell, if the creature is within range. 

Mastery of Spellcraft

14th-level Spell Weaving feature

You are an expert at modifying spells at the moment of casting. When you cast a Wizard spell, you can choose up to two of the following:

  • Geometric Substitution. If the spell has an area of effect that isn’t an Emanation, change its area of effect to one of the following: a 30ft Cone, a 25ft Cube, a Cylinder with a radius of 15ft and a height of 60ft, a Line that’s 60ft long and 5ft wide, or a 20ft radius Sphere.
  • Range Substitution. Change a spell with a range of Touch to a range of 60ft. Alternatively, change a ranged spell attack to a melee spell attack.
  • Elemental Substitution. If the spell deals damage, you can change one dmage type dealt by the spell to a different damage type, other than Force damage.
  • Statistical Substitution. After you roll damage, you can choose for the spell to deal its average damage instead. 

You can use this feature once, and regain the use of it after you finish a Short or Long Rest, or when you expend a 4th level spell slot (or higher) to use it again.

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