Wizard
Base Class: Wizard

Wizards of Arcane Evolution believe that magic is a living force, capable of growth and adaptation. They’ve unlocked the secret to mutating their spells, allowing them to evolve during battle and become more potent or unpredictable. Every spell they cast is a step toward the future of magic.

3rd Level: Spell Mutation

Your spells evolve as you cast them. When you cast a spell of 1st level or higher, roll a d6 and consult the table below to determine how the spell mutates:

1 The spell’s range increases by 30 feet.
2 The spell deals an extra 1d6 force damage.
3 The spell’s duration doubles.
4 The spell’s area increases by 10 feet.
5 The spell does not use Verbal, Somatic and Material
6 The spell’s save DC increases by 1.


You can use this feature a number of times equal to your Intelligence modifier per long rest.

3rd Level: Adaptive Magic

you start to learn ways to make your spell suit for any scenes and time. When you cast spell you can modify it to only one of any listed changes:

subtle resonance: If the spell requires verbal or somatic, they are muffled and hard to notice, requiring a successful Intelligence (Arcana) check against your spell save dc to discern you cast the spell.

Aim casting: If spell target specific creature type you can change type to another type, requiring requiring a successful Intelligence (Arcana) check against thrice level of spell. Only works for 3rd level slots and lower.

6th Level: Experimental Casting

Your spells can gain additional, chaotic effects. Whenever you cast a spell using your Spell Mutation feature, you can roll a second d6. Choose whether to apply one or both effects.

Additionally, once per turn, when you deal damage with a spell, you can change the damage type to another type of your choice.

10th Level: Evolutionary Focus

You’ve gained greater control over your mutating magic, You can use spell mutation feature a number of times equal to double your Intelligence modifier per long rest.. When rolling for Spell Mutation, you can choose to roll a d8 instead of a d6, gaining access to the following new effects:

7 The spell creates an arcane echo that repeats the effect at the start of your next turn.
8 The spell creates an aftershock, dealing 2d6 force damage to all creatures within 10 feet of the target.


Additionally, you regain two use of Spell Mutation whenever you roll initiative.

14th Level: Apex Evolution

Your spells reach their peak potential. When using Spell Mutation, you can choose one of the following effects in addition to rolling:

  • Arcane Amplification: Increase the spell’s level by 1 (maximum 9th level).
  • Overwhelming Force: The spell ignores resistance to its damage type.
  • Masterful Precision: Creatures have disadvantage on saving throws against it.


    You can use this feature a number of times equal to your Proficiency bonus, regaining all uses on a long rest.

Previous Versions

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