Base Class: Wizard
Rather than focus your studies on a particular school of magic, you have dedicated your intellect to unlocking magic through the use of wands.
Level 3: Way of the Wand
You eschew material components when casting spells, focusing on use of a wand that is uniquely tied to you. Your wand is an extension of your arcane power. You can summon your wand to you, and it will fly from anywhere to your hand, so long as you and your wand are on the same plane of existence. The wand has a flight speed of 120 feet per round when summoned in this manner, so the time may vary if you are far apart. Because your wand is a part of you, it counts as an Attuned item, but does not take up an Attunement slot. Anyone else trying to use your wand has disadvantage on all rolls related to its use, and targets of spells they cast have advantage on saving throws against it. You can also use any wand that is not attuned to someone else, or does not require attunement, to practice your magic.
For any spell you know that has material, somatic, and verbal components, you can substitute use of your magic wand for the material components required, so long as the material components are worth less than 50gp. If the material component costs more than 50gp and is on your person or incorporated into your wand,
Whenever you gain access to a new level of spell slots in this class, you can add one additional Wizard spell, of a level you can cast, to your spellbook for free, but that spell must have material, somatic and verbal components.
Level 3: Pointed Accuracy
When you use a wand to cast a spell with an attack modifier, you gain +1 to the attack bonus and add your spellcasting modifier to the damage.
Level 6: Ritual Focus
When using your personal wand, you can focus so keenly that you no longer need as much time to cast a spell with the Ritual tag. When casting a Ritual with a casting time greater than one minute, casting times are stepped down once:
- Minutes become rounds
- Hours become minutes
- Days become hours
Level 10: Improved Counterspell
When you have a wand in hand and have prepared Counterspell, you may add the use of your wand as a focus to cast. You can do this a number of times equal to your Intelligence modifier and regain all uses after a long rest. When you cast Counterspell this way, you may do so without expending a spell slot, and it imposes disadvantage on the target's CON Save.
Level 14: In the Right Hands
When you are wielding a wand, you can use it to defend and attack in close quarters. You are considered armed when in melee, and any wand you wield becomes both shield and weapon in your hands. You gain a +2 bonus to your AC as you defend yourself with focused abjuration magic channeled through your wand.
Your wand can also be used in all the same ways as a dagger in combat, including throwing and stabbing for 1d4 Piercing damage (but why would you?), and your wand counts as a magical weapon. You also add your Intelligence modifier to your melee and ranged attack bonus (This stacks with the +1 bonus from Pointed Accuracy). You can also use your wand to deliver damaging spells with a range of Touch.
Previous Versions
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3/24/2025 8:00:58 PM
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Posted Mar 24, 2025With GM approval, this subclass could be extended to use a Rod or Staff. For "In the Right Hands" just substitute:
For a Rod - can be used in all the same ways as a club in combat, 1d4 Bludgeoning damage
For a Staff - can be used in all the same ways as a quarterstaff in combat, 1d6 Bludgeoning damage.