Base Class: Wizard
Beginning 2nd level
Wand Focus
Beginning when you select this school at 2nd level, any wands you create, come into possession of, or you are attuned 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 an 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 selecting 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 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.
Focus Recovery
At 10th level, you learned how to temporary recharge the magic properties in items. Once per day after you finish a short rest, you regain a number of charges equal to your intelligence modifier to a rod, staff, wand or another arcane focus that has charges
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 created. 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
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