Wizard
Base Class: Wizard

Draw and Sculpt the Weave of Magic

The mightiest wizards of Myth Drannor were undoubtedly the high mages. These arcane spellcasters drew raw magical power from the Weave and used to enhance their spells in spectacular and unique ways. It was the most powerful of high mages who crafted the first Mythal and then shared that secret with other realms, though Myth Drannor remained the first and best example of the arcane application. 

Level 3: Magic Superiority

Your expertise with the arcane arts grants you a wellspring of power to draw upon to enhance your magical spells. You learn magic arts that are fueled by special dice called Magic Superiority Dice.

Magic Arts. You learn three magic arts of your choice from the “Magic Art Options” section later in this subclass’ description. Many magic arts enhance spells in some way, though you can only use one magic art per spell. You learn one additional magic art of your choice when you reach Wizard levels 6, 10, and 14. Each time you learn a new magic art, you can also replace one magic art you know with a different one.

Magic Superiority Dice. You have three Magic Superiority Dice, which are d8s. A Magic Superiority Die is expended when you use it. You regain all expended Magic Superiority Dice when you finish a Short or Long Rest. You gain an additional Magic Superiority Die when you reach Wizard levels 6 (four dice total) and 14 (five dice total).

Saving Throw. If a magic art requires a saving throw, the DC is the same as your spell save DC.

 

Concentration Resolve

When you fail a Constitution saving throw to maintain Concentration, you can expend one Magic Superiority Die, roll that die, and add it to the saving throw, potentially causing the saving throw to succeed.

Distracting Spell

Distracting Spell. When you hit a creature with a spell attack roll, you can expend one Magic Superiority Die to distract the target. Add the Magic Superiority Die roll to the attack’s damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.

Empowered Spell

Empowered Spell. When you cast a spell and roll dice for damage, you can expend one Magic Superiority Die to re-roll a number of damage dice up to your Intelligence modifier (minimum one). You must use the new rolls.

Far Spell

Far Spell. When you cast a spell that has a range of at least 5 feet, you can expend one Magic Superiority Die to double the spell’s range. Or when you cast a spell that has a range of Touch, you can expend 1 Magic Superiority Die to make the spell’s range 30 feet.

Knockback Spell

Knockback Spell. When you hit a creature with a spell attack roll, you can expend one Magic Superiority Die to attempt to force the target back. Add the Magic Superiority Die roll to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.

Knowledgeable

Knowledgeable. When you make an Intelligence (Arcana, History, or Religion) check, you can expend one Magic Superiority Die and add that die to the roll.

Lingering Spell

When you hit a creature with a spell attack roll, you can expend one Magic Superiority Die to cause the damage from the spell to linger. At the start of the creature’s next turn, roll the Magic Superiority Die and inflict the rolled amount of damage to the target. The damage type is the same as the spell.

Menacing Spell

Menacing Spell. When you hit a creature with a spell attack roll, you can expend one Magic Superiority Die to attempt to frighten the target. Add the Magic Superiority Die roll to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.

Precise Spell

Precise Spell. When you miss with a spell attack roll, you can expend one Magic Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.

Retain Spell

Retain Spell. When you cast a spell using a spell slot, you can expend one Magic Superiority Die to attempt to regain the used spell slot. Roll the Magic Superiority Die. If the result is equal to or greater than twice the level of the expended spell slot, you regain the expended spell slot.

Spell Penetration

Spell Penetration. When you cast a spell that forces a target to make a saving throw, you can expend an Magic Superiority Die to impose Disadvantage on the saving throw for one target of the spell.

Toppling Spell

Toppling Spell. When you hit a creature with a spell attack roll, you can expend one Magic Superiority Die to attempt to knock the target down. Add the Magic Superiority Die roll to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or gain the Prone condition.

Level 6: Ritual Master

When you cast a Ritual version of a spell you have prepared, the casting time is only 1 minute longer than normal to cast.

Level 10: Improved Magic Superiority

Your Magic Superiority Die increases to a d10.

Level 14: Supreme Magic Superiority

Your Magic Superiority Die increases to a d12

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