Wizard
Base Class: Wizard

This Wizard Subclass focuses on cantrip casting and enabling that style of play to scale effectively into high level play. 

Level 3: Arcane Fighting Style

 The School of the Arcane Vanguard teaches that magic is the purest of weapons, and can be wielded just as easily as any other. At 3rd level, select one of the following arcane fighting styles

Blaster

Choose 1 damage dealing cantrip from any class’ spell list with the exception of multi-hit cantrips akin to Eldritch Blast. The chosen cantrip becomes a wizard cantrip for you and does not count against your total known cantrips. You can choose an additional cantrip in this way again at 6th and 14th level in this class.

Deflector

 When you are not wearing a shield and a creature hits you with a spell attack or a ranged weapon attack, you can use your reaction to add your Intelligence modifier to your AC (max 5), potentially causing the attack to miss. This AC bonus lasts for the triggering attack, increasing to additional attacks made against you when you reach 6th (the next attack) and 14th (Until the start of your next turn) level in this class.

Resistive

While you are under the effect of the mage armor spell, you gain a +1 bonus to AC. This value increases again by 1 when you reach 6th (+2) and 14th (+3) level in this class.

Sniper

When making a ranged spell attack with a wizard cantrip, you gain a +1 bonus to the attack roll. This value increases again by 1 when you reach 6th (+2) and 14th (+3) level in this class.

Striker

 When you roll a 1 on a damage die for a cantrip you cast which requires a melee attack, you can reroll the die and must use the new roll. The value at which you can reroll increases by 1 when you reach 5th (2) and 13th (3) level in this class.

Vanguard's Edge

Starting at 3rd level, once per turn when you cast a wizard spell or cantrip, you may choose to increase a single instance of damage of that spell by 1d6, or increase the scaling by 1 if it is a damage dealing cantrip.

The amount d6 added to a spell or scaled by this feature increases by 1 when you reach 6th, 10th and 14th level.

Level 3: Warmage Trick

Beginning at 3rd level, you learn a Warmage Trick, a special technique that alters the way you fight, move, and cast your spells. You learn 2 tricks at 3rd level, 2 more tricks at 6th level, and an additional trick at 10th and 14th level. Additionally, when you gain a level, you can replace a trick that you know with another trick for which you meet the prerequisites.

Blasting Cantrip

Requirement: Wizard Level 6

When you deal force damage to a creature that is size huge or smaller with a cantrip, you can push the creature up to 10 feet away from you in a straight line. A creature can only be affected by this movement only once per turn

Blinding Light

When you use the light cantrip to target an object you are holding of focus the light of the spell from an object you are holding as a bonus action, you can direct a flare at a creature within 10 feet of you, which must make a Constitution saving throw. On a failed save, it is blinded until the beginning of your next turn. After a creature has failed a saving throw against this ability, it has advantage on all subsequent saving throws against it for 24 hours.

Booming Cantrip

Requirement: Wizard Level 6

Once per turn, when you deal thunder damage to a creature that is size huge or smaller with a  cantrip, you can force that creature to succeed on a Strength saving throw or be knocked prone.

Caustic Cantrip

Requirement: Wizard Level 6

When you deal acid damage to a creature with a cantrip, that creature must make a Dexterity saving throw or take an amount of damage equal to half your wizard level + intelligence modifier at the start of its next turn. A creature can only be affected by this ability once per turn.

Charged Blade

When you cast shillelagh, you can now target any weapon with the spell. If the weapon's damage die was already 1d8 or greater, it remains the same. In addition, the duration of your shillelagh cantrip increases to 24 hours, and ends only if you choose to end it or a creature other than you attempts to wield that weapon.

Cloak of Feathers

Requirement: Wizard Level 10

While not wearing armor or using a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Electrified Cantrip

Requirement: Wizard Level 6

When you deal lightning damage to a creature with a cantrip, the creature cannot make opportunity attacks until the start of it’s next turn.

Elemental Specialist

Select one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You can replace the damage type of any cantrip you cast with the chosen damage type. You can learn this trick multiple times, selecting a new damage type each time.

Entropic Cantrip

Requirement: Wizard Level 6

When you deal necrotic damage to a creature with a cantrip, it must make a Constitution saving throw or gain one level of exhaustion. If a creature fails the saving throw, they cannot be affected again by this trick until after you complete a short or long rest.

Explosive Cantrip

Requirement: Wizard Level 6

When you deal fire damage to a creature with a cantrip, each creature except yourself and the target within 5 feet of the target must make a Dexterity saving throw or take half your wizard level + intelligence modifier in fire damage. A creature in the area of more than one explosive burst is affected only once. A creature can only be affected by this ability once per turn.

Extended Range

When you cast a cantrip requiring a ranged spell attack, that cantrip's range is doubled.

Flexible Range

When you cast a cantrip requiring a ranged spell attack, you can instead make it as a melee spell attack. Additionally, when you cast a cantrip requiring a melee spell attack, you can instead make it as a ranged spell attack with a range of 30 feet.

Frigid Cantrip

Requirement: Wizard Level 6

When you deal cold damage to a creature with a cantrip, that creature must make a Constitution saving throw. On a failed save, it can make one less attack than normal the next time it takes the attack action (to a minimum of one). A creature can only be affected by this ability once per round.

Mystical Armor

You can cast mage armor on yourself at will, without expending a spell slot or material components.

Rapid Fortification

You can cast the mending cantrip as an action or bonus action, and your mending cantrip gains the following additional effects. 

  • You can restore a single object, such as a door, cart, wall, or window to pristine condition, even if all of the original parts are not present. This object can be no larger than 10 cubic feet, or 1 cubic foot if it is an exceptionally complex object (such as a clock). 
  • You can create simple fortifications, such as sealing a door shut, adding wooden planks to a window, or building a short stone wall (no larger than 5 squarefeet). You must have the materials present to use this ability.

Select Fire

Requirement: Wizard Level 10

When you cast a cantrip that requires a spell attack roll, you can select multiple targets and make a spell attack roll against each. You can target a number of creatures equal to the number of damage dice the cantrip deals, and split your damage dice up amongst your targets, to a minimum of 1 die of damage per target. Additionally, If Arcane Surge is applied to a cantrip affected by select fire, the surge uses the damage dice of the original cantrip, and can only be applied to one target. 

For example, fire bolt deals 3d10 damage. You can choose to target three creatures and deal 1d10 damage to each creature, or you can target two creatures, dealing 1d10 damage to one creature and 2d10 damage to the other creature, or you can target one creature for 3d10 damage.

Signature Cantrip

Requirement: Wizard Level 6

Choose a damage dealing cantrip that you know. Whenever you cast that cantrip, add your intelligence modifier to its damage rolls.A creature can only be affected by this extra damage once per turn

Unerring Strike

Requirement: Wizard Level 10

When you cast true strike, you can concentrate on it for a number of rounds equal to your Intelligence modifier. You gain advantage on the first attack roll you make against the target each round while maintaining concentration on true strike.

Venomous Cantrip

Requirement: Wizard Level 6

When you deal poison damage to a creature with a cantrip, you can force that creature to make a Constitution saving throw or take poison damage equal to half your warmage level + intelligence modifier, and gain the poisoned condition until the start of your next turn. You can use this ability a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a long rest.

Arcane Sight

At 6th level, you are granted a set of innate magical enchantments which greatly enhance your ability to assess the battlefield, determine potential threats, and neutralize them accordingly. You are considered always under the effects of the Detect Magic spell and you can add your Intelligence modifier to all Perception checks that rely on sight.

Vanguard Tactics

At 10th level, you learn how to use ambient magical power to defend yourself from your foes’ magical attacks. You can add half your intelligence modifier (rounded down, max 5) to saving throws you make against spells and magical effects.

Arcane Surge

Starting at 14th level, you learn to, for a moment, tap into a vast reservoir of magical power, unleashing it upon your foes. On your turn, when you deal damage with a cantrip, you can add the maximum roll of cantrip’s damage dice to the damage roll. Once you use this ability, you can’t use it again until you finish a short or long rest.

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