Wizard
Base Class: Wizard

The Wizards of High Sorcery stand as the oldest, most feared, and most respected of all the orders of the world of Krynn. Drawing upon the vast arcane resources of the Tower of Wayreth, they acquire spells more quickly than other Wizards. However, they suffer significant restrictions on both what spells they can learn and what magic items they can use. These wizards have a divine patron in their arcane pursuits, and draw upon arcane magic focused through the moons of Krynn and the gods of magic associated with those moons. Their spells are more potent while their specific moon is full, but suffer when that moon is new. The three moons often conjoin, and those days grant additional benefits depending on the phase and number of conjoined moons. Wizards of High Sorcery outside of Krynn are not subject to lunar cycles.

On Krynn, the Order of the White Robes draws its power from the moon Solinari, the white moon and the largest and furthest of the three. The members of this order follow the paths of knowledge, wisdom, and protection. They are forever barred from using magic from the Necromancy and Enchantment schools and are expected to eschew Transmutation and Illusion, although not all do. They freely select their spells from the Conjuration and Evocation schools, which all Wizards of High Sorcery can access, and from the Abjuration and Divination schools, which are mostly reserved for their exclusive use. Most White Robe Wizards are focused on the cause of Good. They often assist the forces of Good against the powers of darkness.

Wizards of High Sorcery can specialize in the schools of magic from which they can learn spells. So the Order of the White Robes has White Robe Abjurers, White Robe Conjurers, White Robe Diviners, and White Robe Evokers. Their membership in the Wizards of High Sorcery is not official until they complete the Test of High Sorcery, which usually happens by 4th level. Before this time, they can learn spells from any school. Spells they knew before but can no longer cast become incomprehensible to them once they pass their test and gain their robes. So a White Robe wizard often has some spells he can cast from the Illusion and Transmutation schools, but none from the Necromancy or Enchantment schools.

Red Robe Wizards are forever barred from using spells of the Abjuration and Necromancy schools, and are not supposed to learn spells from the Divination or Enchantment schools after their test. Black Robe Wizards are forever barred from using spells of the Abjuration and Divination schools, and are restricted from learning spells from the Illusion or Transmutation spells after their test, although many still do.

 
 
 

School Specialization

You have passed the Test of High Sorcery and been accepted into the Order of High Sorcery as a Wizard of the White Robes. You lose the ability to cast Necromancy and Enchantment spells and cannot use magic items from those schools. If you have a feat or class feature that grants you a spell or effect from those schools, you cannot use it.

At 2nd level, choose either Abjuration or Divination. You are considered specialized in that school.

It is cheaper and quicker to copy spells from your specialized schools into your spellbook, and you learn an additional spell from each of your specialized schools whenever you gain a level.

At 6th level, choose another school to specialize in from Abjuration, Conjuration, Divination, or Evocation. You cannot choose a school you previously selected.

 
School Specialization: Abjuration

Abjuration is one of your school specializations. The time and cost to copy spells of that school into your spellbook are halved.

At 2nd level when you gain this feature, you add an additional spell to your spellbook whenever you gain a Wizard level. So instead of adding two spells, you add three. This additional spell must be from the Abjuration school.

Starting at 6th level, you add a spell for each of your school specializations when you gain a level. So you will add four spells to your spellbook, one for each school specialization and two that can be from any school (excluding Enchantment and Necromancy).

 

School Specialization: Conjuration

Conjuration is one of your school specializations. The time and cost to copy spells of that school into your spellbook are halved.

Starting at 6th level, you add a spell for each of your school specializations when you gain a level. So you will add four spells to your spellbook, one for each school specialization and two that can be from any school (excluding Enchantment and Necromancy).

 

School Specialization: Divination

Divination is one of your school specializations. The time and cost to copy spells of that school into your spellbook are halved.

At 2nd level when you gain this feature, you add an additional spell to your spellbook whenever you gain a Wizard level. So instead of adding two spells, you add three. This additional spell must be from the Divination school.

Starting at 6th level, you add a spell for each of your school specializations when you gain a level. So you will add four spells to your spellbook, one for each school specialization and two that can be from any school (excluding Enchantment and Necromancy).

 

School Specialization: Evocation

Evocation is one of your school specializations. The time and cost to copy spells of that school into your spellbook are halved.

Starting at 6th level, you add a spell for each of your school specializations when you gain a level. So you will add four spells to your spellbook, one for each school specialization and two that can be from any school (excluding Enchantment and Necromancy).

Moon Magic

All Wizards of High Sorcery draw magic rom the moon aligned with their particular Order—White Robe wizards from Solinari, the White Moon; Red Robe wizards from Lunitari, the Red Moon; Black Robe wizards from Nuitari, the Black Moon.

Working Moon Chart

The waxing and waning of their respective moons has an effect upon the magic of Wizards of High Sorcery. When a moon is at High Sanction, wizards of that moon’s Order gain a +1 bonus on attack rolls with spells and to their spell save DCs. When a moon is at Low Sanction, wizards of that moon’s order incur a -1 penalty on attack rolls with spells and to their spell save DCs. During the waxing and waning periods around the quarter moons, wizards of that moon’s order cast their spells normally.

The alignment of any two moons is beneficial for wizards who follow those moons, even if the moons are in Low Sanction. When two moons are in alignment, wizards of each order gain a +1 bonus on attack rolls with spells and to their spell save DCs. The +1 bonus stacks with any other bonus already in place for a moon’s phase. Thus, if two moons are in conjunction at Low Sanction, the bonuses cancel out the penalties and members of both orders cast their spells normally.

When all three moons come into alignment, all magic is amplified. Wizards of all three orders gain a +2 bonus on attack rolls with spells and gain a +2 bonus to their spell save DCs. These bonuses also stack with any other benefits or penalties that result from a moon’s position. Therefore, if all three moons are in alignment at Low Sanction, all Wizards of High Sorcery gain a +1 bonus to spell attack rolls and spell save DCs.

If the moons align at High Sanction, all Wizards of High Sorcery gain a +3 bonus on attack rolls and a +3 bonus to their spells save DCs. This event, known as the Night of the Eye, occurs five times every year and a half. On the Night of the Eye, a Wizard can forego their bonus to attack rolls to roll with advantage, making that decision each time they cast a spell.

Lesser Spell Secret

At 6th level, you learn a spell secret from either the Divination or Abjuration schools. You learn a second spell secret at 10th level from the Abjuration, Conjuration. Divination, or Evocation schools..

You also receive a magic item from your order at 6th level. The item must be an uncommon item that requires attunement.

 
 
Abjuration Expert

Starting at 2nd level, you can weave magic around yourself that blocks damage. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can’t create it again until you finish a long rest.

 

Conjuration Expert

You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 10 minutes, when you use this feature again, or if it takes or deals any damage.

 

Divination Expert

As a bonus action, you gain limited knowledge of the next six seconds.  You gain advantage on the next attack roll, ability check, or saving throw that you make (you choose)Additionally, other creatures have disadvantage on attack rolls against you until the start of your next turn.

 

Evocation Expert

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to half of the spell’s level, rounded up. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

 

Spell Secret

 Your dedication to the Wizards of High Sorcery is undoubted. You learn two additional White Robe secrets and gain an attunement slot.

 
Wizard of Abjuration - Secret of Protection

Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

 

Wizard of Abjuration - Secret of Recantation

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.

 

Wizard of Conjuration - Secret of Submergence

While you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

 

Wizard of Conjuration - Secret of Substitution

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

 
 

Wizard of Divination - Secret of Conservation

Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

 

Wizard of Divination - Secret of Perception

You can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.

Darkvision. You gain darkvision out to a range of 60 feet.

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

Greater Comprehension. You can read any language.

See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight. 

 

Wizard of Evocation - Secret of Commitment

Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

 

Wizard of Evocation - Secret of Quintessence

You can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

Greater Spell Secret

 You have achieved the highest level of renown amongst the Wizards of High Sorcery. 

Choose a Greater Secret of the White Robes. 

Additionally, you can call upon your order for aid. As an action, you send out a call for assistance and summon a total CR of creatures equal to your level divided by two from the following list: Abjurer (CR 9), Diviner (CR 8), Mage (CR 6), and Spellcaster - Mage (CR 1, 2, 3 or 4). This summoning does not require concentration to maintain, but only lasts for one minute. All of the creatures summoned by this trait are Neutral Good and assist you to the best of their ability, are allies to you and those you travel with, follow your verbal commands, and act in your best interest if you are incapacitated or unable to give them orders.

 
Master Abjurer - Secret of Justice

You have resistance against the damage of spells.

Furthermore, once per long rest you can choose to succeed on a saving throw against a spell instead of rolling it. You must decide to use this trait before you roll the saving throw.

Master Conjurer - Secret of Perseverance

Any creature that you summon or create with a conjuration spell has 20 temporary hit points.

 

Master Diviner - Secret of Predestination

When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

 

Master Evoker - Secret of Energy

You can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

You can use this feature once per long rest.

 

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