Wizard
Base Class: Wizard

Wizards of the Order of Arcane Mastery study the engines of how magic is formed and cast, learning secrets that allow them to manipulate the spells themselves. Sometimes confused with sorcerers, these wizards are on the bleeding edge of spellcraft, harnessing the arcane forces around them and within them, creating effects never seen before.

Lore Mastery

Starting from 2nd level, you gain Expertise in Arcana checks, and are given advantage on Intelligence checks regarding magic, magic items, and magical creatures (Aberrations, Constructs, Dragons, Fey, Oozes, and Undead).

Arcane Surge

Utilizing your knowledge of the arcane, you can attempt to modify a spell as a bonus action based on known outcomes by spending a Magic Die. This die starts as a d4. To make the modification, you roll your magic die, succeeding if you roll half the value or greater. If you roll the greatest value on your magic die, that die is promoted to the next value. On a success, you can choose one of the following effects.

  • Careful Spell - When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. Choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  • Empowered Spell - When you roll damage for a spell, you can automatically double the damage of a number of dice up to your Intelligence modifier. 
  • Extended Spell - When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours.
  • Transmuted Spell - When you cast a spell that deals a type of damage from the following list, you can change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

If you roll a natural one on any die but a d4, the die is demoted. As part of this failure, the magic surges beyond your control. In addition to casting the spell as written, roll a percentile die and the DM will give you an effect from the Wild Magic Table. If that effect is a spell, it is too wild to be affected by your Arcane Surge, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

You have four Magic Dice. A Magic Die is expended when you use it. You regain all of your expended Magic Dice when you finish a long rest. You gain another Magic Die at 6th level, 10th level, and 14th level.

Prodigious Memory

At 6th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can't use this feature again until you finish a short or long rest.

Advanced Arcane Surge

At 10th level, you gain two more effects of your action surge that you can choose on a successful roll of your magic die.

  • Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its first saving throw made against the spell.
    • This Arcane Surge must be called before the saving throw is rolled.
  • Seeking Spell. If you make an attack roll for a spell and miss, you can reroll the d20, and you must use the new roll.

Master of Magic

At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class's spell list. The spell must be of a level for which you have spell slots, you mustn't have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn't a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.

You can't use this feature again until you finish a long rest.

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