Arcane Master (DSR) Image

Prerequisite: Wizard 4

You have enhanced you wizard studies. You gain the following benefits:

  • Increase Intelligence by 1, to a maximum of 20.
  • Increase your Dexterity, Constitution, or Intelligence by 1, to a maximum of 20.
  • The cost of transcribing a spell into your spell book becomes 10 gp per spell level. (This overrides the Savant feature of the school specialist subclasses.)

The subclass features are enhanced:

  • All School Specialists
    • Each time you gain a level in this subclass (including level 2) you can choose one of these options:
      • Add one additional spell from your school (of a level you can cast) to your spell book for without cost or additional time to transcribe.
      • Gain a spell scroll from your school (of a level you can cast or one level higher).
    • You have no chance to fail when transcribing a spell from your school into your spell book.
    • When you cast from a scroll of a spell from your school, the DC is reduced by 5.
  • School of Divination
    • Expert Divination
      • You gain this at 2nd level.
      • If you cast a 1st level divination spell using a spell slot, you gain a minor portent die that is a d4. (Track this in the Notes of your character sheet.) You can have a maximum number of minor portent dice equal to your PB. The minor portent dice last until you complete your next long rest. When you fail a saving throw, you can use your reaction to expend one portent die, roll it and add it to the result to potentially succeed. When you are hit with an attack, you can use your reaction to expend a minor portent die, roll it and add it to your AC for that attack causing it to potentially miss.
  • School of Conjuration
    • Minor Conjuration
      • The object you create can be up to a 5 ft. cube. The object has no limit on weight but must be made from nonmagical common wood, leather, stone, iron, or similar materials. You cannot create exotic materials like chemicals, poisons, gemstones, precious metals, mithral, or adamantine. You cannot create any living creature or material. The object cannot be used as a spell component.
      • The object can have a complex structure like weapons and armor and be made of composite materials. You can replicate any complex object that you have seen. Very complex object with inner mechanisms would have to have been examined internally as well to replicate those parts. You can attack with weapons created with this feature normally. You can wear and benefit armor created with this feature normally. If you create a complex object, you can choose any equipment item from the PHB that fits within a 5 ft. cube and whose gp value is no more than 50 times your level in this class.
      • The object lasts for one hour and is obviously magical and temporary so cannot be sold to vendors. You can create up to three such objects at a time. If you try to create a fourth, you must choose one of the previous ones to dismiss.
    • Durable Summons: This feature is gained at level 2 instead of level 14. Any creature or object you summon or create gains temporary HP equal to twice your level in this class.
  • School of Enchantment
    • Instinctive Charm: You can use this reaction after you are hit by the attack but before the effects are determined.
    • Split Enchantment: You gain this at 2nd level and can apply it to enchantment cantrips that you cast. At 6th level in this class, you can apply it to 1st level enchantment spells.
  • School of Evocation
    • Potent Cantrip: If you miss with a cantrip that makes an attack roll, it still deals half damage but no additional effects from the spell are applied to the target.
    • Empowered Evocation: This applies to all damage rolls during the turn you initially cast the spell.
  • School of Illusion
    • 2nd Level: You increase the DC of your illusions spells by 1.
    • Improved Minor Illusion: The range of minor illusion is increased to 120 ft. and the S and M spell components are removed.
    • Illusory Self: You can use this reaction after you are hit by the attack but before the effects are determined.
  • School of Necromancy
    • Grim Harvest:
      • This is triggered when any undead creature that you animated or summoned reduces a qualifying creature to 0 HP. You regain HP equal to three times the spell used to summon or animate the undead. Once  you regain HP from this feature, you cannot benefit from it again until the start of your next turn.
      •  When you cast a necromancy spell using a 1st level spell slot or higher, you can grant one undead that you control a number of temp HP equal to twice the level of the spell cast.
  • School of Transmutation
    • Minor Alchemy
      • When you cast a transmutation spell using a 1st level spell slot or higher, you gain one charge of minor alchemy per spell level expended. (Track this in the Notes of your character sheet.) All charges of minor alchemy are lost when you complete your next long rest.
      • You can use one charge of minor alchemy to transform one cubic foot of material as an action without using concentration. The transformation lasts for one hour after you use the action, or stop concentrating on the transmutation.
      • You can expend a number of minor alchemy charges to cast a transmutation spell, up to level 5, that is in your spell book (you don't have to have it currently prepared). The number of minor alchemy charges you must expend to cast the spell follows:
        • Level 1 - 2 charges
        • Level 2 - 3 charges
        • Level 3 - 5 charges
        • Level 4 - 6 charges
        • Level 5 - 7 charges
    • Shapechanger: You can cast polymorph on yourself with this feature, it functions similarly to druid wild shape. You cannot cast spells but you retain your Intelligence, Wisdom, Charisma, proficiency bonus, proficiencies, feats, and all class and racial features that can be reasonably applied. You choose whether items you are wearing merge into your form, drop to the ground, or can be potentially worn or held in your new form if possible.
  • War Magic
    • Power Surge: When you reduce damage that you take with absorb elements or cause an attack to miss with shield, you also gain a power surge charge.

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Arcane Master (DSR) Image