Wizard
Base Class: Wizard

This subclass emphasizes your ability to adapt to various situations, enhance your control over the battlefield, and maintain a versatile approach to spellcasting, ensuring you are always prepared for any challenge.

Controll Savant

Starting at 2nd level, the gold and time you must spend to copy a spell into your spellbook is halved if it falls into the categories of control, utility, or manipulation spells. This includes spells like "Web," "Hold Person," "Invisibility," and "Dispel Magic."

Tactical Mind

Tactical Mind: At 2nd level, your keen understanding of battlefield dynamics grants you enhanced versatility. When you cast a spell of 1st level or higher that affects the actions, movement, or conditions of other creatures, you can use your bonus action to either:

  • Increase the spell save DC by an amount equal to your Intelligence modifier (minimum of 1).
  • Extend the duration of the spell by an additional round, provided the spell has a duration of at least one round.

Adaptive Control

Beginning at 6th level, your control spells adapt to the situation. When you cast a control, utility, or manipulation spell, you can choose one of the following effects:

  • The spell affects an additional target.
  • The spell's range is doubled.
  • The spell's area of effect is increased by 50%.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Strategic Mastery

At 10th level, you gain the ability to foresee and counteract enemy movements. As a reaction, you can impose disadvantage on an attack roll or saving throw made by a creature within 60 feet that you can see. Alternatively, you can use your reaction to grant advantage to an ally's attack roll or saving throw within 60 feet that you can see. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Arcane Dominance

At 14th level, your mastery of control magic reaches its peak. When you cast a control, utility, or manipulation spell of 5th level or lower, you can choose to cast it without expending a spell slot. Once you use this feature, you cannot use it again until you finish a long rest.

In addition, you can create a 30-foot-radius sphere centered on a point you can see within 120 feet. The sphere lasts for 1 minute and imposes one of the following effects:

  • Creatures of your choice within the sphere have their speed halved.
  • You can use your bonus action to force a creature within the sphere to make a Strength or Dexterity saving throw (your choice) against your spell save DC. On a failed save, the creature is either restrained or knocked prone (your choice).
  • Spells you cast within the sphere that fall into the categories of control, utility, or manipulation have their duration increased by 50%.


You can use the sphere feature once per long rest. At 17th level you can use another effect listed.  When you reach 20th level,  you can use all of the effects listed, additionally this feature 1d6 times per long rest.

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7/6/2024 10:24:01 PM
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