Wizard

Class Features

As a Wizard, you gain the following class features.

Hit Points

Hig Dice: 1d6 per wizard level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

Proficiencies

Armor:None

Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

Tools: None

Saving Throws: Intelligence, Wisdom

Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

The Wizard
The Wizard
-Spell Slots per Spell Level-
LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Arcane Recovery32--------
2nd+2Arcane Tradition33--------
3rd+2-342-------
4th+2Ability Score Improvement443-------
5th+3-4432------
6th+3Arcane Tradition Feature4433------
7th+3-44331-----
8th+3Ability Score Improvement44332-----
9th+4-443331----
10th+4Arcane Tradition feature543332----
11th+4-5433321---
12th+4Ability Score Improvement5433321---
13th+5-54333211--
14th+5Arcane Tradition feature54333211--
15th+5-543332111-
16th+5Ability Score Improvement543332111-
17th+6-5433321111
18th+6Spell mastery5433331111
19th+6Ability Score Improvement5433332111
20th+6Signature Spell5433332211

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. the spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of true power.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of The Wizard Table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Wizard Table shows how many spell slots you have to cast your spells for 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using 1st-level or a 2nd-level slot. casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has a ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an Arcane Focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots. as shown on The Wizard Table. On your adventures, you might find other spells that you can add to your spellbook (see the "Your Spellbook" section at the end).

Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book . When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 GP. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent the time and money, you can prepare the spell just like your other spells.

Replacing the Book . You can copy a spell from your own spellbook into another book - for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.

If you loose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance . Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Arcane Tradition

The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.

The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into either categories called schools. In some places, these traditions are literally schools. In other institutions, schools are more like academic departments, with rival faculties competing for students and funding. even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of many schools, such as Evocation.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Ability Score Improvement (lvl 8)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Ability Score Improvement (lvl 12)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Ability Score Improvement (lvl 16)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spell Mastery

At 18th level, you have achieved such mastery of certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are inn your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you choose for different spells of the same levels.

Ability Score Improvement (lvl 19)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You also have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Arcane Traditions

The study of wizardry is ancient, stretching back to their earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.

The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solituted of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of differnet techniques.

Defiled School

Defilers harness the flawed structure of the planet's magical weave to fuel their spells with the life-force of other living things. Doing so kills and sterilizes the land around them, eventually resulting in places where nothing can grow. Some planets have large empty, barely-habitable deserts as a result of centuries of misrule by defilers and their ilk. Furthermore, using magic in this way is addictive, and has flesh-warping physical effects on its practitioners.

A defiler who wishes to change his or her evil ways must first shed his or her evil alignment and demonstrate their sincere desire for atonement. Then, they must find a teacher of another arcane tradition and spend at least one adventure refraining from using their Life Drain class feature, until the teacher is satisfied their addiction to defiling has been broken. Only then do they gain the class features associated with the new tradition. No teacher will take a defiler who has relapsed after seemingly defeating their addiction.

Because of the villainous nature of this tradition, seek your GM's approval before selecting it.

Life Drain

Starting at 2nd level when you choose this tradition, you learn to use other life as fuel for your magic. When you cast a spell of first level or higher, you may use a bonus action to defile the earth beneath you to enhance it. Doing so kills all plant life in a sphere centered on you, with a diameter of a number of feet equal to the level of the spell times five. If there is no plant life in that area, the earth is instead defiled, drained of all life such that nothing can ever grow there unless it is somehow mended through magical means or careful tending over the course of years. You can't use this ability while there is no undefiled land inside of the sphere, nor while less than half of the sphere contains either plant life or undefiled earth.

When you use this ability, you regain your wizard's level in hit points. You may use this ability a number of times per short rest equal to your spellcasting modifier (minimum 1).

Terrifying Reputation

When you adopt this tradition at 2nd level, you gain proficiency in the Intimidation skill if you don't already have it. When you cast magic in the presence of an intelligent creature, you can attempt to make an Intimidation check as a bonus action.

Arcane Sustenance

Starting at 6th level, you can expend one use of your Life Drain power to instead regain one expended spell slot of your level divided by five or lower, or to instantly cast Lesser Restoration on yourself with no verbal, somatic, or material components. Doing so defiles the land around you as usual. When you use this power, you don't have to sleep or consume any food or water to gain the benefits of rest for twenty-four hours.

Monstrous Thirst

Starting at 10th level, you undergo a hideous transformation. You are covered in a thin layer of scales, and may have other monstrous physical traits, marking what you are physically for all to see. When you aren't wearing armor your AC is equal to 13 plus your Dexterity modifier, and your temporary hit points are set to your wizard level every short rest (unless they are already higher).

However, you have become addicted to the sensation of defiling. Whenever you take a long rest without having expended a number of your daily uses of Life Drain equal to half your wizard levels, you begin to suffer withdrawal symptoms, as described below.

If you are one day into withdrawal you suffer a level of Exhaustion. If you are one week into withdraw you suffer the Poisoned condition. If you are two weeks into withdraw you suffer an additional level of Exhaustion. After four weeks you cease suffering withdraw symptoms and you have broken your addiction. Any spell, effect, or Wish that would remove these conditions instead suspends them for a period of one minute, after which they resume. Expending a use of Life Drain at any point in this process resets the timer on withdraw, but does not remove its effects. Expending half your wizard level uses of Life Drain (your daily ration) removes all symptoms of withdraw.

Hunger for Life

Starting at 14th level, your hunger for life force is a weapon in its own right. When you use your Life Drain, choose one creature within the radius of the sphere. that creature must make a Constitution saving throw or suffer Xd8 necrotic damage where X is equal to the spell's level. A successful saving throw halves this damage. Whenever you kill a creature with this damage, you may immediately gain one benefit of your Arcane Sustenance class feature. As long as you choose a creature in this way, only a quarter of the sphere must contain plant life or undefiled earth.


Copy Left Notice: The Defiled School is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

School of Awaiting

Those in the School of Awaiting have dedicated their lives to watching for and seeking out artifacts.

Watcher's Training

At 2nd level, you gain proficiency with simple weapons. Also, you become proficient in History. (If you already have History you may choose another.)

Expertise

At 2nd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Arcane Teachings

At 6th level, you can spend 1 month teaching the uninitiated. At the end of this training they have learned enough about the arcane to have half proficiency in the skill. An npc may attempt to learn this much in a day. To study at that rate they must make an Intelligence DC 20 check with disadvantage.

Teachers Benefits

At the 10th level, your renown has grown enough that your students are more differential. You have advantage with NPCs you have trained on Persuasion checks. Furthermore your presence brings prestige to magic shops allowing you to receive a special discount. (Magical components now cost half price. Beware, if you are buying components for others you may sully your reputation.)

Investigator of the Archaic

You have advantage on all skill checks made that have to do with artifacts. This includes but is not limited to, History checks to remember tales, and Investigation checks to figure out how to make an artifact work.

Furthermore, your deep reverence and passion for artifacts mean that upon finding one, you can train to be proficient with it in half the normal time.


Copy Left Notice: The School of Awaiting is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

School of Big Sticks

Early Alpha Content - will receive major rewrites

Wizards pride themselves in their intellect. They can think a way through any problem... except lugging heavy objects. Lets be perfectly honest, using Levitate to do menial chores is just a waste of time and energy. It is much better to have some stupid brawny guys to help out, and if we could just trick them into working for free. And with that thought the School of Big Sticks was born. It started out as an honorary school to dump the stupid into and have them do the heavy lifting. Over the past hundred years, they even came up with some spells that work better when cast spectacularly poorly. These are the "secret techniques" of the School of Big Sticks.

The Bigger Stick

Powerful enchantments can make doors almost unbreakable. If those same enchantments are poorly applied to a quarterstaff, the result is a staff shooting off random magical strands that inflict extra damage. The more poorly cast the more volatile the stick, but the quicker the magic will be dispelled. The casting of this spell is measured with an Arcana check.

Arcana CheckEffectLength of Effect
17+adamantine10 hours
13-16spell fails
9-12+17 hours
6-8+25 hours
4-5+33 hours
1-3+42 hours
0 or less+51 hour

If you roll a 0 or less the spell is super unstable and after 1 hour it explodes dealing 2d8 true damage to all creatures within 20 feet (friendly fire possible).

Casting

To cast The Bigger Stick costs your two highest level spell slots not exceeding lvl 3. (ie. At lvl 1 it will cost two lvl 1 spell slots. At lvl 5 it will cost 2 lvl 3 spell slots. At lvl 11 it will still cost 2 lvl 3 spell slots..)

Arcanic Stumbling

When you take this school, you become so confused that you may loose any and all proficiency, expertise, and/or half proficiency in Arcana.

Exploding Stick

If you pour in enough power, anything can blow up... even a random stick off of the ground.

Arcana CheckDamage
18+1d2 lightning
16-171d4 slashing
14-151d6 fire
12-131d8 bludgeoning
10-111d10 acid
8-92d6 cold
6-72d8 force
4-52d10 radiant
2-32d12 necrotic
0-13d8 poison
-2 - -13d10 fire
-4 - -33d12 psychic
-6 - -54d10 acid
-8 - -76d8 cold
-10 - -98d8 lightning
-11 or less10d8 fire

Casting

To cast Exploding Stick you expend a lvl 3 spell slot. At higher levels you receive a -2 to your Arcana check for each level above 3.

Inaccurate Studies

You have spent so long studying the inaccurate texts of the School of Big Sticks that most of what you know about magic is wrong. You now have disadvantage on Arcana checks.

Extra Attack

Years spent swinging your stick has made you an expert of stick swinging.

Beginning at 14th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Copy Left Notice: The Wizard is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

Many of the archetypes are from different sources and are individually marked.

School of Darkness

Black Mages specialize in destructive magic. They strike from the dark with the very shadows being their allies. They delight in death and destruction, some as vigilantes slaying abominations, but some in pursuit of their own power.

Black Magic Form

Starting at 2nd level, you can manipulate magic to create items. Such manipulation expends spell slots and the casting grows stronger the higher level slots that are used. They disappear at sunrise. Your choices are:

Black Healing

You summon a black, gelatinous substance in a vial. Drinking this restores 1d8 HP per level of the spell slot you used. When drunk, the vial disappears.

Shadow Carapace

You conjure a bone-like, brittle suit of armor to protect yourself. Your AC increases by an amount equal to the level of the spell slot you used while your Carapace is active. You are proficient with your Carapace. A Carapace cannot be worn by a creature other than you. The Carapace qualifies as medium armor so you cannot wear any other armor while the Carapace is worn. This armor is made of shadows and is therefore not metallic.

The spell slot you are allowed to use for the Shadow Carapace is limited by your Wizard level as follows:

Wizard LevelMaximum Spell Slot
1-41
5-102
11-163
17+4

Ghostly Crossbow

You conjure a ghostly Crossbow. It deals Xd4 piercing damage, with X being the level of the spell slot you used to create it. It counts as magical for the purposes of overcoming resistance and immunity, and you are proficient with it. It has a range of 80/320. To any other creature it is a normal Crossbow (that vanishes at sunrise). It takes a bonus action to summon a ghostly bolt for it to fire.

Black Magic Savant

Loving death and pain, your spells seem to seek life making them even harder to evade and resist.

Starting at 2nd level, your spells may seek the life force of the target. You have advantage on an attack with a spell or your target has disadvantage on its save. You may use this ability as many times as your Intelligence modifier per day.

Black Magic Detonation

Starting at 6th level, you can use an action to cause one of your Black Magic Form items to detonate. This deals 1d10 Necrotic damage per spell slot level you used, and this damage cannot be avoided except via resistance or immunity. It damages all creatures within 15 feet of it (friendly fire possible).

Intensified Black Magic

Starting at 10th level, you may add your Intelligence to either a Black Magic Form or Black Magic Detonation. This effect only applies to the Black Magic Form for the next round. You cannot use this ability on Shadow Carapace.

Enveloping Darkness

Starting at 14th level, when you land a critical hit on an enemy with a spell, you may choose to deal triple damage dice instead of double. You must finish a long rest before you do so again.


Copy Left Notice: The School of Darkness is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

School of Evocation

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits. adventurers, or aspiring tyrants.

Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effects from the cantrip.

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal the maximum damage of that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases 1d12. This damage ignores resistance and immunity.


Copy Left Notice: The School of Evocation is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

School of Purity

White Mages believe that through thought, negotiation, and manipulation that most combat can be avoided. They go to great lengths to avoid shedding blood. However, if push comes to shove they will use these same techniques to disable their foes and then slit their throats. Just because they do not delight in death, as the School of Darkness does, does not mean that they are weaklings or can be overlooked.

White Magic Savant

Starting at 2nd level, the save DC of any spell you cast that does not directly do damage increases by 2.

Gift

When push comes to shove, sometimes it is best to let one of your allies do the hitting.

Starting at 2nd level, you have gained the ability to channel your energy to restore that of others. As an action, you can sacrifice a spell slot to give an ally within 60 feet of you two spell slots of that level. You regain the ability to do so after you finish a short rest. An ally cannot gain more spell slots than they started the day with, and they must finish a long rest before they can benefit from this feature again.

Deep Magic

Starting at 6th level, you have access to some kinds of spells that modern wizards have lost the ability to learn. You add Cure Wounds, Healing Word, Entrall, and Mass Healing Word to your spellbook. They are now and always wizard spells to you (if you loose your spell book you can find them and relearn them).

Trained Manipulator

Controlling your opponents mind and knowing what they are thinking is critical to avoiding bloodshed. If you can alter their perception of events to see you as an ally, then there is no reason to kill them.

Starting at 10th level, you have expertise (double proficiency) in Deception, Persuasion and Insight.

Further Deep Magic

Starting at 14th level, you have access to some kinds of spells that modern wizards have lost the ability to learn. You add Mass Cure Wounds, Heal, Compulsion, and Irresistible Dance to your spellbook. They are now and always wizard spells to you (if you loose your spell book you can find them and relearn them).


Copy Left Notice: The School of Purity is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

School of Recomposition

Occasionally the very source of magic is enough to peak a wizard's curiosity. These wizards aren't interested in a particular school of magic, and instead delve into its deeper workings and the parts which make up spells. As a follower of this tradition, you learn to weave together spells of different schools, and gain the ability to manipulate and break down spells formulaically and reassemble them. With these abilities, you become an expert in countering magical effects.

The few colleges that specialize in recomposition are said to be phenomenally skilled in dispelling and redirecting magic. It is said that a circle of 7 masters can sabotage even the most powerful magic in the most powerful of magical items.

Formula Master

Beginning when you select this spell at 2nd level, the gold and time you must spend to copy any spell into your spellbook is as though the spell was of a level two levels lower than it actually is (minimum 1st level).

Braid Spell

Starting at 2nd level, when you cast a spell you may braid a second spell into it as part of the same action. The secondary spell must be of a different school and approximately the same area of effect (you cannot weave a single target spell as a secondary into an area of effect nor a much smaller area into a larger area). The second spell hits immediately after the primary in exactly the same shape as the primary. You can only use braid spell once per short rest.

For example, you could cast Burning Hands (evocation) with Sleep (enchantment) braided into it. This would cause a 15 ft cone of damage that would attempt to put any survivors to sleep. This would cost two first level spells (unless you were casting them at a higher level).

Capture Spell

At 6th level, when you successfully counter or dispel a spell by means of Counterspell or Dispel Magic, you gain the ability to cast that spell as if you had prepared it. You may only cast this spell if it is of a level for which you have spell slots, and the spell vanishes from your memory at sunrise. This spell is a wizard spell for you until sunrise. Writing it into your spellbook does not make it remain a wizard spell any longer, however if it actually is a wizard spell this would be a way of acquiring it at half cost and half time (because recording prepared spells is half cost and half time).

Sabotage Spell

At 10th level, when you successfully counter a spell or dispel a magical effect by means of Counterspell or Dispel Magic, you can use the residual energy to power a spell of your own which is cast immediately. The spell must have the same target and can be of a level no higher than one level below the countered effect.

For example, if you successfully counter or dispel an enemy's Dominate Person spell on an ally, you can immediately cast Mage Armor on that same ally if you have it prepared, and without the expenditure of a 1st level spell slot. You may use this once before needing a short or long rest to use it again.

Sap Spell

Beginning at 14th level, when you successfully counter or dispel a spell by means of Counterspell or Dispel Magic, you regain a spell slot of the negated spell's level. You cannot dispel your own spell to regain a spell slot this way. If the dispelled is of a higher level slot than you have, then you gain a spell of your highest level slot (but cannot gain more uses than your normal maximum). You may use this twice before needing a short or long rest to use again.


Copy Left Notice: The School of Recomposition is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

School of Stones

Some wizards seek new heights and fancy spells. For those in the school of stones, they look for something far more fundamental.

Stone Lover

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a stone oriented spell into your spellbook is halved. All stone oriented spells are wizard spells to you. The following are stone oriented spells (a GM may consider others if you make a convincing case):

Cantrips:

Earth Shot

1st Level:

Creeping Stone

2nd Level:

Darkvision

3rd Level:

Meld into Stone

4th Level:

Conjure Minor Elementals

Stone Shape

Stoneskin

5th Level:

Conjure Elemental

Wall of Stone

6th Level:

Flesh to Stone

Move Earth

7th Level:

Reverse Gravity

8th Level:

Earthquake

9th Level:

Meteor Swarm

Magic Stones

At 2nd level, you gain the ability to command small stones. You can use your action to touch a pebble or chunk of rock no larger than a sling bullet. The infused pebble rises and orbits you, requiring no concentration, and it does so until it is expended or until your next long rest. After the third pebble is commanded, you cannot use this ability again until the end of a long rest.

When a creature moves adjacent to you, you can use your reaction to expend a magic stone. The creature must succeed on a Dexterity saving throw or take 1d6 damage.

You can use a bonus action to fire a magic stone at a target within 30 feet. This expends the stone. Make a ranged spell attack against the target. On a hit the target takes 1d6 damage.

Communicate with Earth

Beginning at 6th level, you can speak with the old magic that flows through the very earth itself. This magic speaks very slowly, so it takes 1 minute to ask a question and receive the answer. You then gain one of the following pieces of knowledge:

  • The shape of the surface landscape within 3 miles of you
  • The layout of natural underground formations within 300 feet of you
  • The location of minerals or crystals within 90 feet of you
  • The approximate size and quantity of the last group of creatures passing by. The rocks will indicate that the creatures passed by "just now" (up to 1 year ago), "recently" (up to 10 years), "a short time ago" (up to 100 years) or "a long time ago" (up to 1000 years).
  • You must finish a short or long rest to be able to use this ability again.

    Stone Wardens

    Starting at 10th level, you have advantage on Constitution saving throws that you make to maintain your concentration on a Conjure Elemental or conjure minor elemental spell. This only applies if you use the spell to conjure an earth elemental, dust mephit, magma mephit or mud mephit.

    Stone-shaping

    Starting at 14th level, you can shape rocks with a touch. You can use your action to perform one of the following effects.

  • You touch a piece of rock, or patch of earth or sand - no larger than a 5-foot cube - to resemble an item of the same size and mass. This can be used to make furnishings, statues, bludgeoning melee weapons, sling bullets, and other items with no moving or flexible parts. Constructions of hard stone are permanent, while loose earth, sand or mud retains it shape while you concentrate on it, up to 10 minutes.
  • You touch the ground and flatten rock or earthen difficult terrain and obstacles no higher than 5 feet, such that they no longer hinder movement. The area of effect is a 10-foot diameter circle centered on you.
  • You touch a nonmagical stone door, gate or chest, permanently warping it so that it no longer presents a barrier.
  • You can only use this feature once per minute.


    Copy Left Notice: The School of Stones is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    School of the Tacticians

    Some wizards prefer using precise strikes and strategy to bring their foes into submission.

    Evocation Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

    Focused Magic

    Starting at 2nd level, when you cast an area of effect spell you may half its area of effect (radius or length of side) to double the damage dice.

    For example, a Focused Burning Hands would create a 7.5 foot cone and would do 6d6 fire damage on a failed save (and half as much on a successful one).

    Magical Trap

    The secrets of the School of Tacticians allows you to add the Glyph of Warding to your spellbook for free. Further you may now cast the Glyph of Warding without any Material components (including the powdered diamond).

    Anticipated Maneuver

    At 10th level, your ability to anticipate attacks lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

    Critical Planning

    Those who know what their opponents will do before they do it have control over the battle field.

    Whenever an enemy triggers one of your glyphs of warding that does damage you may do an extra 2d8 damage.


    Copy Left Notice: The School of Tacticians is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    School of Weaving

    Wizards study how to manipulate the Weave. A few decided to look to actual weavers for inspirations. They realized that there are strings of connections throughout the world and that these can be used to move things through space and connect various creatures in various ways. Who ever knew that a needle could be so powerful?

    Learning the Basics

    When you select this school at 2nd level, you gain proficiency with Weaver's Tools. You also learn to imbue a sewing needle with magic, allowing you to use it as an arcane focus.

    Starting the Stitch

    You cannot see the weave of the universe as of yet, but you have learned how to use your powers in the physical world. Starting at the 2nd level, as an action, you can sew people or objects to other people, objects, walls, or the ground. The objects and creatures must be within 30 feet of you and each other. The ties last for one minute. The targets make a Dexterity saving throw against your spell save DC or are Restrained. If you choose to target two creatures, only one needs to succeed on the saving throw. At the end of the Restrained creature's turn they may make a strength saving throw against your spell save DC to escape. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1).

    Weft and Weave

    You have learned to see the weave of the universe and can pull the strings. As an action you can open two connected portals, both within 30 feet of you. They stay open for 6 hours or until you use a bonus action to close them (whichever comes first). They can be places that you can see, you can visualize, or you can describe by stating distance and direction, such as "20 feet beyond this wall."

    Passing in one portal and out the other costs 5 ft. of movement. The gate is paper thin and therefore no creature can end its turn inside of the gate (attempting to end halfway through the gate results in taking 2d6 force damage and being pushed out of the gate) The gate is the same size as the creature who opens it.

    You must finish a short or long rest before you can use this ability again.

    Switching the Stitch

    Starting at 10th level you may use a reaction to open a tiny portal for just a fraction of a second. This allows for the redirection of a single spell or ranged attack to aim it at a different target. Spells have a chance of destroying the portal (and still hitting their original target at full force). If you redirect a spell roll a d10. If you roll the spells level or higher then you successfully redirect it.

    The Final Thread of Fate

    At the 14th level, as a bonus action you choose 2 creatures within 60 feet of you. You connect these two creatures through the weave so that anything that happens to one also happens to the other. This includes damage, effects, and healing. This connection lasts for one minute. Once you use this feature you can't use it again until you finish a short or long rest.


    Copy Left Notice: The School of Weaving is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.


    Copy Left Notice: The Wizard is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Many of the archetypes are from different sources and are individually marked.