Wizard
Base Class: Wizard

Some wizards do not typically learn through organized institutions. Instead, those strange and unique wizards venture out of the safety of their homes to learn more about magic. Through found arcane grimoires, magical experimentation, and watching others cast spells, they learn how to cast powerful spells and mimic the casting of spells just by watching others.

Level 3: Arcane Imitation

At level 3, you have learned to mimic the components required for spellcasting. As a reaction to a spell being casted that you can see, you can choose to study the spell and hold it in your memory if it is of a level you can normally prepare. The maximum number of spells you can hold in your memory is equal to your intelligence modifier. If you memorize more spells, you choose which previous spells to forget. You can cast any memorized spell as if you have it prepared from your wizard spellbook. Moreover, you may scribe any memorized spell into your spellbook if you do not forget the spell before the transcription is completed and if the spell belongs to the wizard spell list. The memorized spells remain in your memory until you choose to forget them.

Level 3: Adjust Spells

At level 3, you can experiment and edit spells that you cast from your spellbook. When you cast a spell, you may edit the spell in one of the following ways:

  • Adjust Damage Type. The damage type is changed to any of the following damage types: fire, cold, poison, acid, lightning, or thunder.
  • Rushed Spell. The casting time of the spell is reduced to only 1 action if the spell normally requires a longer casting time and it does not have the ritual tag. If you do this, the spell ends its duration at the end of your next two turns if it is not instantaneous and requires your concentration to maintain effect.
  • Supplant Components. If the spell requires material components, it now does not require any material components; however, you must expend additional spell slots equal to the level of the spell you are casting. For example, if you want to supplant the material components for a level 5 spell, you must also expend an additional level 5 spell slot or multiple lower level spell slots that add up to level 5.

You may edit spells a number of times equal to your proficiency bonus.

Level 6: Extemporize Spell

At level 6, you can cast a spell you did not prepare as long as the spell is in your wizard spellbook. You can do this a number of times equal to your Intelligence modifier (minimum 1) per long rest.

Level 10: Wonder & Awe

At level 10, you have discovered new spells and magic that is not normally available to others. Choose any two spells from any spell list and you can copy them in your spellbook for free. Those spells count as wizard spells for you. Moreover, you always have these two spells prepared and it does not count against your number of prepared spells. The chosen spells must be of a level you can cast.

Level 14: Magic Most Beautiful and Endless

At level 14, you have reached the culmination of your magical studies. You have seen mages cast spells and evoke many magical effects, and now you are able to mimic their effects. Choose any level 3 wizard subclass feature that does not belong to the Autodidact and does not have the word “savant” in its feature name. You now have that subclass feature.

Arcane Ward

You can weave magic around yourself for protection. When you cast an Abjuration spell with a spell slot, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a Long Rest. The ward has a Hit Point maximum equal to twice your Wizard level plus your Intelligence modifier. Whenever you take damage, the ward takes the damage instead, and if you have any Resistances or Vulnerabilities, apply them before reducing the ward’s Hit Points. If the damage reduces the ward to 0 Hit Points, you take any remaining damage. While the ward has 0 Hit Points, it can’t absorb damage, but its magic remains.

Whenever you cast an Abjuration spell with a spell slot, the ward regains a number of Hit Points equal to twice the level of the spell slot. Alternatively, as a Bonus Action, you can expend a spell slot, and the ward regains a number of Hit Points equal to twice the level of the spell slot expended.

Once you create the ward, you can’t create it again until you finish a Long Rest.

Bladesong

As a Bonus Action, you invoke an elven magic called the Bladesong, provided you aren’t wearing armor or using a Shield.

The Bladesong lasts for 1 minute and ends early if you have the Incapacitated condition, if you don armor or a Shield, or if you use two hands to make an attack with a weapon. You can dismiss the Bladesong at any time (no action required).

While the Bladesong is active, you gain the following benefits. You can invoke the Bladesong a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You regain one expended use when you use Arcane Recovery.

Agility. You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1), and your Speed increases by 10 feet. In addition, you have Advantage on Dexterity (Acrobatics) checks.

Bladework. Whenever you attack with a weapon with which you have proficiency, you can use your Intelligence modifier for the attack and damage rolls instead of using Strength or Dexterity.

Focus. When you make a Constitution saving throw to maintain Concentration, you can add your Intelligence modifier to the total.


Select Invoke the Bladesong below to apply the effects. Deselect it to dismiss the Bladesong.

Improved Illusions

You can cast Illusion spells without providing Verbal components, and if an Illusion spell you cast has a range of 10+ feet, the range increases by 60 feet.

You also know the Minor Illusion cantrip. If you already know it, you learn a different Wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. You can create both a sound and an image with a single casting of Minor Illusion, and you can cast it as a Bonus Action.

Portent

Glimpses of the future begin to press on your awareness. Whenever you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any D20 Test made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.

Potent Cantrip

Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Training in War and Song

You gain proficiency with all Melee Martial weapons that don’t have the Two-Handed or Heavy property.

You can use a Melee weapon with which you have proficiency as a Spellcasting Focus for your Wizard spells.

You also gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Performance, or Persuasion.

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