Base Class: Wizard
Level 3: Secret-Keeper
Choose one spell from either the Cleric or Warlock spell list and add it to your spellbook for
free. This spell is a Wizard spell for you.
In addition, whenever you reach the following levels, you can add an additional spell to
your spellbook in this way: 6th level, 10th level, 14th level. The chosen spell must be of a level
for which you have spell slots.
Level 3: Obscura
You have gained the ability to uncover arcane secrets called obscura, which modify the
spells that you know. You can learn a number of obscura equal to the number of spells you
have in your spellbook. Whenever you learn a new obscura, choose one from among the
list of obscura and choose one of your spells to modify. Whenever you gain a new level,
you can switch the obscura for one spell that you know. A spell can only be modified by
one obscura at a time.
You gain obscura in the following ways:
- Each time you gain a Wizard level, you gain an obscura.
- Each time you attune to a new magic item that requires the Wizard class as a
prerequisite, you gain an obscura
- Each time you roll a natural 20 on an Intelligence-based skill check, the DM may
award you an additional obscura
Level 6: Stolen Secrets
You are adept at stealing the arcane secrets of your enemies and turning their secrets
against them. If you succeed on a Saving Throw against a spell, you gain Advantage on
subsequent Saving Throws against the same spell for 24 hours. Additionally, if the spell is
of a level for which you have spell slots, you gain the ability to cast the spell for that 24 hour
period.
Level 10: Lore Seeker
You gain the ability to cast Legend Lore without expending a spell slot and without material
components. Once you cast Legend Lore in this way, you cannot do so again until you
complete a Long Rest.
Level 14: Greater Obscura
You have gained a greater obscura, a great secret of magic. Choose one of the three
greater obscura options below, and choose one of your spells to modify with it (which may
be a spell modified with an obscura). When you reach level 20, you can choose a second
greater obscura option, which can apply to any spell except one with a previous greater
obscura option:
Level 3: Secret-Keeper
Choose one spell from either the Cleric or Warlock spell list and add it to your spellbook for
free. This spell is a Wizard spell for you.
In addition, whenever you reach the following levels, you can add an additional spell to
your spellbook in this way: 6th level, 10th level, 14th level. The chosen spell must be of a level
for which you have spell slots.
Level 3: Obscura
You have gained the ability to uncover arcane secrets called obscura, which modify the
spells that you know. You can learn a number of obscura equal to the number of spells you
have in your spellbook. Whenever you learn a new obscura, choose one from among the
list of obscura and choose one of your spells to modify. Whenever you gain a new level,
you can switch the obscura for one spell that you know. A spell can only be modified by
one obscura at a time.
You gain obscura in the following ways:
- Each time you gain a Wizard level, you gain an obscura.
- Each time you attune to a new magic item that requires the Wizard class as a
prerequisite, you gain an obscura
- Each time you roll a natural 20 on an Intelligence-based skill check, the DM may
award you an additional obscura
Deformed Spell
Spell Prerequisite: A spell with an Area of Effect
When you cast a spell that has the Secret of Deformation, you may choose to alter the
shape of the spell to any shape that you choose. The chosen shape does not need to be
one of the defined Area of Effect shapes, but it cannot cover more 5 feet by 5 feet squares
than the original shape. For example, a spell that has an Area of Effect that is a 30 feet line
covers six 5 feet by 5 feet squares. A spell that is an Area of Effect that is a 10 feet square
covers four 5 feet by 5 feet squares.
Percussive Transfiguration
Spell Prerequisite: A spell that deals damage
Wizard Level Prerequisite: 5th level
The spell deals Force damage instead of its normal damage type.
Blazing Transfiguration
Spell Prerequisite: A spell that deals damage
The spell deals Fire damage instead of its normal damage type.
Frigid Transfiguration
Spell Prerequisite: A spell that deals damage
The spell deals Cold damage instead of its normal damage type.
Shocking Transfiguration
Spell Prerequisite: A spell that deals damage
The spell deals Lightning damage instead of its normal damage type.
Putrid Transfiguration
Spell Prerequisite: A spell that deals damage
The spell deals Poison damage instead of its normal damage type.
Acrid Transfiguration
Spell Prerequisite: A spell that deals damage
Wizard Level Prerequisite: 3rd level
The spell deals Acid damage instead of its normal damage type.
Necrolytic Transfiguration
Spell Prerequisite: A spell that deals damage
Wizard Level Prerequisite: 3rd level
The spell deals Necrotic damage instead of its normal damage type.
Psychic Transfiguration
Spell Prerequisite: A spell that deals damage
Wizard Level Prerequisite: 5th level
The spell deals Psychic damage instead of its normal damage type.
Sixth Sense
Spell Prerequisite: A spell that requires you to see the target creature or space, or that
requires line of sight
Wizard Level Prerequisite: 7th level
The spell no longer requires line of sight, and the spell no longer requires you to see the
target creature(s) or space(s). You must still have a clear line of effect.
Occult Ventriloquism
Spell Prerequisite: A spell that requires a verbal component
The verbal components for the spell appear to be uttered by a creature of your choice
within 60 feet of you.
Bloody Focus
Spell Prerequisite: A spell that requires Concentration
Wizard Level Prerequisite: 7th level
Instead of the normal rules for saving throws to maintain Concentration, you only lose
Concentration on the spell if you do not take any damage between the end of your turn and
the start of your next turn.
Hunting Spell
Spell Prerequisite: A spell that requires a spell attack roll
On a hit with this spell, the target creature cannot be Hidden from you. If the creature is
Invisible, you can see it as if it were not Invisible. The effects of this last until the end of
your next turn.
Vampiric Spell
Spell Prerequisite: A spell that deals damage
When you deal damage with this spell, you may choose to expend a Hit Die and regain hit
points equal to a roll of that Hit Die + your CON modifier.
Prestidigitation
When you cast the spell, you can also create a magical effect as if by the prestidigitation
cantrip.
Delayed Gratification
Spell Prerequisite: A spell that deals damage using one type of damage die
When you cast this spell, you can choose to delay the effects of the spell and maintain
Concentration on it. You delay the effects of this spell until the spell ends. Increase the
damage of the spell by adding one damage die of the same type as the spell’s damage die
whenever your turn ends and the spell hasn’t ended. You may increase the damage of the
spell in this way by a number of damage die equal to the spell’s level. The spell ends as
soon as you end Concentration on it.
Psychic Whisper
Spell Prerequisite: A spell that targets one creature
When you cast this spell, you can send the target creature a telepathic message.
Acrid Transfiguration
The spell deals Acid damage instead of its normal damage type
Blazing Transfiguration
The spell deals Fire damage instead of its normal damage type.
Bloody Focus
Instead of the normal rules for saving throws to maintain Concentration, you only lose
Concentration on the spell if you do not take any damage between the end of your turn and
the start of your next turn.
Deformed Spell
When you cast a spell that has the Secret of Deformation, you may choose to alter the
shape of the spell to any shape that you choose. The chosen shape does not need to be
one of the defined Area of Effect shapes, but it cannot cover more 5 feet by 5 feet squares
than the original shape. For example, a spell that has an Area of Effect that is a 30 feet line
covers six 5 feet by 5 feet squares. A spell that is an Area of Effect that is a 10 feet square
covers four 5 feet by 5 feet squares.
Delayed Gratification
When you cast this spell, you can choose to delay the effects of the spell and maintain
Concentration on it. You delay the effects of this spell until the spell ends. Increase the
damage of the spell by adding one damage die of the same type as the spell’s damage die
whenever your turn ends and the spell hasn’t ended. You may increase the damage of the
spell in this way by a number of damage die equal to the spell’s level. The spell ends as
soon as you end Concentration on it.
Frigid Transfiguration
The spell deals Cold damage instead of its normal damage type.
Hunting Spell
On a hit with this spell, the target creature cannot be Hidden from you. If the creature is
Invisible, you can see it as if it were not Invisible. The effects of this last until the end of
your next turn.
Necrolytic Transfiguration
The spell deals Necrotic damage instead of its normal damage type
Occult Ventriloquism
The verbal components for the spell appear to be uttered by a creature of your choice
within 60 feet of you
Percussive Transfiguration
The spell deals Force damage instead of its normal damage type.
Prestidigitation
When you cast the spell, you can also create a magical effect as if by the prestidigitation
cantrip
Psychic Transfiguration
The spell deals Psychic damage instead of its normal damage type.
Psychic Whisper
When you cast this spell, you can send the target creature a telepathic message.
Putrid Transfiguration
The spell deals Poison damage instead of its normal damage type.
Shocking Transfiguration
The spell deals Lightning damage instead of its normal damage type.
Sixth Sense
Spell Prerequisite: A spell that requires you to see the target creature or space, or that
requires line of sight
Wizard Level Prerequisite: 7th level
The spell no longer requires line of sight, and the spell no longer requires you to see the
target creature(s) or space(s). You must still have a clear line of effect.
Vampiric Spell
When you deal damage with this spell, you may choose to expend a Hit Die and regain hit
points equal to a roll of that Hit Die + your CON modifier.
Level 6: Stolen Secrets
You are adept at stealing the arcane secrets of your enemies and turning their secrets
against them. If you succeed on a Saving Throw against a spell, you gain Advantage on
subsequent Saving Throws against the same spell for 24 hours. Additionally, if the spell is
of a level for which you have spell slots, you gain the ability to cast the spell for that 24 hour
period.
Level 10: Lore Seeker
You gain the ability to cast Legend Lore without expending a spell slot and without material
components. Once you cast Legend Lore in this way, you cannot do so again until you
complete a Long Rest
Level 14: Greater Obscura
You have gained a greater obscura, a great secret of magic. Choose one of the three
greater obscura options below, and choose one of your spells to modify with it (which may
be a spell modified with an obscura). When you reach level 20, you can choose a second
greater obscura option, which can apply to any spell except one with a previous greater
obscura option.
Greater Obscura of Final Recall
As a Reaction in response to taking damage that would reduce you to 0 hit points,
you can cast this spell before you become Incapacitated.
Greater Obscura of the Deep Arcane
You can cast this spell without verbal, somatic, or material components.
Greater Obscura of the Mind’s Eye
When you reduce a creature to 0 hit points with this spell, you gain all of that
creature’s memories and knowledge. You can only have one creature’s memories and
knowledge in this way at a time, forgetting all previous memories and knowledge learned in
this way when you gain a new creature’s memories and knowledge.
Previous Versions
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Coming Soon
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