Wizard
Base Class: Wizard

You have found that choosing any of the other arcane traditions have become mundane and unexciting. But yet you still yearn to learn anything and everything you can about the arcane arts. However, you are only able to do so much with the arcane knowledge that you have gained in your training. But, you have learned that there is a way of craftsmanship that has allowed you to further your use and knowledge of the arcane arts. Your interest and curiosity of the wand has lead you to seeking out others who practice your trade in order to expand your capabilities. Or you might have taken up wand smithing, as it is called, to provide other spellcasters a means of helping them to focus or enhance their spellcasting abilities. None the less, you have taken to adventuring to be able to afford and grow your craft and research ancient spells to work with.

Wand Focus

Beginning when you select this school at 2nd level,  any wands you create, come into possession of, or you are attune with all can count as your Arcane Focus as part of your Spellcasting feature. You can either cast a spell that you have prepared or use any of the effects of a wand. A wand must require attunement for you to use it as a arcane focus for your spells, and you must first be attuned to the wand before you can cast any of your prepared spells.

While wielding a wand you are attuned with, you have advantage on any ranged spell attack rolls you cast from your prepared spells. You also have the ability to attune to a number of wands equal to your Intelligence modifier (minimum of 1). When done this way they count as one single attunement. 

 

Wand Smithing

Your familiarity with wands has allowed you to be able to create and craft new wands for you or another person to use. Such knowledge has allowed you to be able to create wands much faster than it normally takes to create any other magically enchanted item.

Beginning at 2nd level when select this school, the total gold and time you spend creating wands is halved. The wands you craft starts with a number of charges equal to your Intelligence modifier (minimum of 1).

When you craft a new wand, you apply your spell save DC and spell attack modifier, at the time of crafting, to the new wands spell effects. If the wand uses the effects of a specific spell, you must be able to cast that spell and have the spell written in your spellbook. The wand will then start with an additional number of charges equal to the level of the spell.

The created wand regains any number of expended charges at the next dawn as indicated in the description of the wand. However, if you use the last charge on the wand, roll a d20. On a roll of 1, the wand breaks and can longer be used. If a wand breaks this way, you can spend the gold and time it takes to craft a new wand to fix the broken wand.

The Wand Power and Rarity table shows you what the maximum spell level you can use when creating a new wand and the highest rarity of the wand you can make, based on your wizard level. The rarity of a wand will determine how much the total cost of crafting a new wand.

 

Wand Power and Rarity

Wizard Level

Max Spell Slot Level

Highest Rarity

2nd or higher

3rd

Uncommon

6th or higher

6th

Rare

11th or higher

8th

Very Rare

17th or higher

9th

Legendary



Wand Mastery

Starting at 10th level, whenever a creature you can see provokes an attack of opportunity and you are holding a wand, you may use your reaction to expend the minimum number of charges to activate that wand for your attack of opportunity. However, the wands effects must only target that creature and can not have an area of effect as the spell effect (for example, the use of a wand with the magic missiles spell enchanted in it can be used but can only target that creature, but the use of wand with a fireball spell enchanted into it can not be used).

Wand Forming

Starting at 14th level whenever you attune to a wand that you did not create, you gain the ability to form the wand to that of wands that you have create. After attuning to a new wand, you are able to use either your spell save DC and spell attack modifier or the spell save DC and spell attack modifier of the new wand, whichever is higher.

Whenever you do damage with a wand that you are attuned with, you add your intelligence modifier to the total damage it deals. You also increase the maximum number of charges the wand has by 1 for any wand you are attuned with. Only wands that require attunement, and that you have attuned with, can benefit from this feature.

 

Wand Charger

Starting at 6th level, you gain the ability to quickly recharge the wand you are wielding. As a bonus action, you can expend a spell slot for a wand you are using to regain a number of charges equal to the level of the level of the spell slot expended. The spell slot can not be higher than 5th level.    

You can do this a number of times equal to your Intelligence modifier (minimum 1) between long rests. 

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