Wizard
Base Class: Wizard

While you are adept at the practical use of magic, your focus is theory. Rather than specializing in a particular school of spells, you study the mechanics underlying all forms of wizardry, learning to adjust them at will. You are adept at mixing different elements from various works of magic to alter your casting. Even when in the field, you can reach back into your academy’s eldritch archive to borrow spells and other effects.

Spellcasters of your tradition refer to them- selves as loremasters, savants, or academicians. Some members of your arcane tradition look down on non-academic arcane casters as provincial bumpkins, often referring to them as “hedge wizards” (and receiving derisive nicknames of their own in return). Yet more often, loremasters are eager to learn from and teach any spellcaster they meet, and their sheer enthusiasm for magical theory can be over- whelming. All magic users must understand the behavior of arcane energies and the mechanics of spellcasting, but for loremasters, greater comprehension of these details is an end in itself. They are easily excited and intrigued by new insights into the Art, regardless of whether they have any practical application.

The teaching of spellcasting in schools is far from common. Candlekeep itself has a much larger purpose, seeking to preserve knowledge of all kinds, but the sheer depth of eldritch knowledge available there grants apprentices who do train at Candlekeep a considerable advantage. Yet Faerûn offers other institutions of magical education as well, including Waterdeep’s Blackstaff Tower and Eltorchul Academy, the Lady’s College of Silverymoon, the Neverwinter School of Wizardry (later part of Neverwinter Academy), Brixmarsh in Ylraphon, and Chessenta’s Jedea Academy, as well as darker institutions like Undermountain’s Dweomercore, and Sorcere in the drow city of Menzoberranzan.

Magical Theorist

At 2nd level when you choose this arcane tradition, you become proficient in the Arcana skill, if you aren’t already, and your proficiency bonus is doubled for any ability check you make that uses the Arcana skill.

In addition, when you cast a spell that deals acid, cold, fire, lightning, necrotic, radiant, or thunder damage, choose one type to become poison damage instead. When you change a spell’s damage type in this way, if that spell does not already have a verbal component, it gains one for this casting.

Change Acid Spell Damage to Poison

Change Acid Spell Damage to Poison

Change Cold Spell Damage to Poison

Change Cold Spell Damage to Poison

Change Fire Spell Damage to Poison

Change Fire Spell Damage to Poison

Change Lightning Spell Damage to Poison

Change Lightning Spell Damage to Poison

Change Necrotic Spell Damage to Poison

Change Necrotic Spell Damage to Poison

Change Radiant Spell Damage to Poison

Change Radiant Spell Damage to Poison

Change Thunder Spell Damage to Poison

Change Thunder Spell Damage to Poison

Secrets of Dweomercraft

A level prerequisite in a dweomercraft refers to wizard level, not character level.

At 2nd level, you gain three dweomercraft options of your choice. You learn one additional dweomercraft at 6th level, and again at 10th level, 14th level, and 18th level. Additionally, whenever you finish a long rest, you can choose one of your dweomercrafts and replace it with another for which you meet the prerequisites.

When you cast a spell of 1st level or higher, you choose whether to incorporate one of your dweomercrafts as part of the action used to cast it. You can only use one dweomercraft per spell.

Bewildering Gesture

When you cast a spell that requires a saving throw, you can change the saving throw from its normal ability score to Wisdom. If the spell does not already have a somatic component, it gains one for this casting, as you perform a series of grandiose movements.

Burning Chant

When you use your Magical Theorist feature to change the type of damage dealt by a spell, you can change it to acid or fire damage (your choice) instead of poison damage.

Ensnaring Sign

When you cast a spell that requires a saving throw, you can change the saving throw from its normal ability score to Dexterity. If the spell does not already have a somatic component, it gains one for this casting, as you move your hands in a sharp grasping motion.

Fusillade Formula

When you cast a spell that deals damage, you can expend an additional spell slot of 1st level or higher to increase the damage dealt before you roll damage dice for the spell. The extra damage equals 2d6 + the level of the additional spell slot expended, and it only applies to one damage roll against one creature that took dam- age from the spell. You can expend additional spell slots to increase the number of targets that take this extra damage, expending one spell slot of 1st level or higher for each additional target of the spell that takes extra damage.

Howl of the Storm

When you use your Magical Theorist feature to change the type of damage dealt by a spell, you can change it to cold or lightning damage (your choice) instead of poison damage.

Overwhelming Tincture

When you cast a spell that causes a creature to make a saving throw to resist its effects, you can expend an additional spell slot of 2nd level or higher to choose one target of the spell and give it disadvantage on its first saving throw made against the spell.

Phosphoromancer’s Incantation

When you use your Magical Theorist feature to change the type of damage dealt by a spell, you can change it to radiant damage instead of poison damage.

Resonant Syllable

When you use your Magical Theorist feature to change the type of damage dealt by a spell, you can change it to thunder damage instead of poison damage.

Telescopic Admixture

When you cast a spell that has a range of touch, or a range of 5 feet or greater, you can expend an additional spell slot of 1st level or higher to extend the range of that spell beyond its normal limit. If the spell has a range of touch, you make the range of the spell 30 feet. If it has a range of 5 feet or greater, you double the range of that spell.

Warding Reagent

When you cast a spell that requires concentration, you can grant yourself a bonus equal to half your Intelligence modifier (minimum 1) on all Constitution saving throws to maintain your concentration on that spell. 

In addition, while you are concentrating on that spell, if another creature’s spell allows it to make an ability check to cause one of your spells to end or fail (as counterspell and dispel magic do), the DC for the ability check increases by 2.

Weakening Flourish

When you cast a spell that requires a saving throw, you can change the saving throw from its normal ability score to Constitution. If the spell does not already have a somatic component, it gains one for this casting, as you extend your hands in a quivering gesture.

Whispers of the Shadow Weave

When you use your Magical Theorist feature to change the type of damage dealt by a spell, you can change it to necrotic damage instead of poison damage.

Discern Enchantment

At 6th level, your breadth of arcane knowledge allows you to identify spells through magical interaction. Whenever you target a creature you can see with a spell of 3rd level or higher, if that target is affected by any other spells, you instantly know what those spells are.

Spellpool

Starting at 10th level, you can attempt to pre- pare a spell that is not in your spellbook by borrowing it from a magical reservoir called a spellpool. When you finish a long rest, you can attempt to borrow one or more spells, using an action to make a separate Intelligence (Arcana) check for each one. The DC equals 20 + the spell’s level. Before you attempt to borrow a spell, you must know that the spell exists, and you must have at least one spell of the same level or higher in your spellbook. If the spell you are trying to borrow is not on the wizard spell list, the DC of the Intelligence (Arcana) check increases by 5.

On a failure, the spell you sought is not available to you until the next time you finish a long rest, but you can attempt to borrow a different spell. On a success, the spell you sought is available, and until the next time you finish a long rest, you can prepare that spell as if it were a wizard spell in your spellbook.

For each spell you successfully borrow from the spellpool, you must choose one spell of that level from your spellbook, loaning that spell to the spellpool for others to borrow. Until the next time you finish a long rest, you can’t prepare that spell, and if you had already prepared it, it’s no longer prepared for you.

You can successfully borrow a number of spells from the spellpool equal to half your Intelligence modifier (rounded up). Once you finish a long rest, all spells prepared in this way return to the spellpool, and you must succeed on a new Intelligence (Arcana) check if you wish to retrieve a spell you previously borrowed.

Instant Preparation

At 14th level, you can recall obscure spells in time of need. You can use your Spellpool fea- ture at any time, attempting to immediately pre- pare a spell by making an Intelligence (Arcana) check as a bonus action instead of an action, gaining advantage on the ability check.

On a success, you instantly prepare that spell, choosing one previously prepared spell of the same level or higher to remove from your prepared spells.

Once you use this feature to successfully prepare a spell, you can’t do so again until you finish a short or long rest.

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