Base Class: Wizard
Features by Level:
- Level 3: Fourfold Savant, Fundamental Studies
- Level 6: Fundamental Synthesis
- Level 10: Advanced Fundamentals
- Level 14: The Fourfold Principle
Level 3: Fourfold Savant
You add four spells to your spellbook, one Abjuration spell, one Conjuration spell, one Evocation spell, and one Transmutation spell. Each spell must be from the Wizard spell list and be no higher than 2nd level. These spells are always prepared for you and don't count against the number of spells you can prepare.
Level 3: Fundamental Studies
You gain the following benefit each time you cast a spell of the listed school.
-Abjuration - Ward: When you cast an Abjuration spell, you gain temporary hit points equal to your Intelligence modifier, as mystical shields surround your body.
-Conjuration - Manifest: When you cast a Conjuration spell, you can teleport to an unoccupied space you can see within 15 feet of yourself, warping the space around you.
-Evocation - Channel: When you cast an Evocation spell that deals damage, you can change the damage type to Force, channeling raw magical energy. If the spell is a cantrip, you add your Intelligence modifier to one roll of the spell's damage dice.
-Transmutation - Alter: When you cast a Transmutation spell, you can alter your body until the start of your next turn, gaining one of the following benefits: your Speed increases by 10 feet, you gain a Climb Speed equal to your Speed, you gain a Swim Speed equal to your Speed and can breathe underwater, or you have Advantage on Strength, Dexterity, or Constitution checks (choose one).
Level 6: Fundamental Synthesis
When you cast a spell, you can trigger one of your Fundamental Studies, even if the spell isn't from an associated school. If the spell is from a school associated with one of your Fundamental Studies, you can trigger an additional Fundamental Study, provided it isn't the same Study. Alternatively, you can forgo triggering an additional Study to empower the Study associated with the spell.
-Ward. The temporary Hit Points granted by Ward are doubled.
-Manifest. The distance you can teleport with Manifest is doubled.
-Channel. The additional damage granted by Channel can apply to the spell even if it isn't a cantrip.
-Alter. The alteration granted by Alter lasts for 1 hour.
Level 10: Advanced Fundamentals
When you use Fundamental Synthesis, the Fundamental Study associated with the spell is automatically empowered. You can still trigger an additional Fundamental Study. Alternatively, you can forgo triggering an additional Study to further empower the Study associated with the spell, replacing its previous empowerment with the benefit below.
-Ward: Your Armor Class increases by your Intelligence modifier while you have the Temporary Hit Points granted by Ward.
-Manifest: Choose a number of willing creatures within 30 feet of you up to your Intelligence modifier. Each can teleport up to 15 feet to an unoccupied space they can see.
-Channel: If the spell requires an attack roll, a failed attack roll deals half the spell's damage to the target instead. If the spell requires a saving throw, one target of your choice has Disadvantage on the saving throw.
-Alter: You gain two Alter effects instead of one, and they last for 4 hours.
Level 14: The Fourfold Principle
When you use Fundamental Synthesis, you can invoke all four Fundamental Studies at once, rather than triggering one or two Studies. When you do so, you can choose one of the four Studies to empower. Once you use this feature, you can't use it again until you finish a Long Rest.
Previous Versions
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9/2/2026 1:40:31 PM
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