Class
Wizard
Official reference · PHB · 2014
- Hit die
- 6
- Spellcasting
- full
- Subclass title
- Arcane Tradition
Level progression
| Level | Proficiency Bonus | Cantrips Known | 1st-level slots | 2nd-level slots | 3rd-level slots | 4th-level slots | 5th-level slots | 6th-level slots | 7th-level slots | 8th-level slots | 9th-level slots |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | 3 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | +2 | 4 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | 4 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | 4 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | +3 | 4 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | 4 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | 4 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class features
LEVEL 1
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 your true power. See 10 for the general rules of spellcasting and 11 for the class=wizard.
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 class=wizard 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 wizard spells of 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 a 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 your wizard spells, since you learn your wizard 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.
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the 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. 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 "Your Spellbook").
Your 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.
A spellbook doesn't contain cantrips.
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 a 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 this time and money, you can prepare the spell just like your other spells.
Copying from a Spell Scroll
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
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 lose 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.
LEVEL 2
Arcane Tradition
When you reach 2nd level, you choose an arcane tradition from the list of available traditions, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
LEVEL 3
Cantrip Formulas
3rd-level wizard optional feature
You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
LEVEL 4
Ability Score ImprovementASI
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
LEVEL 6
Arcane Tradition feature
At 6th level, you gain a feature granted by your Arcane Tradition.
LEVEL 8
Ability Score ImprovementASI
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
LEVEL 10
Arcane Tradition feature
At 10th level, you gain a feature granted by your Arcane Tradition.
LEVEL 12
Ability Score ImprovementASI
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
LEVEL 14
Arcane Tradition feature
At 14th level, you gain a feature granted by your Arcane Tradition.
LEVEL 16
Ability Score ImprovementASI
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
LEVEL 18
Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in 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 chose for different spells of the same levels.
LEVEL 19
Ability Score ImprovementASI
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
LEVEL 20
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 always 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 Tradition
School of Abjuration
Level 2 · School of Abjuration
The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.
Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.
Level 6 · Projected Ward
Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
Level 10 · Improved Abjuration
Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.
Level 14 · Spell Resistance
Starting at 14th level, you have advantage on saving throws against spells.
Furthermore, you have resistance against the damage of spells.
School of Conjuration
Level 2 · School of Conjuration
As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.
Level 6 · Benign Transposition
Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
Level 10 · Focused Conjuration
Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
Level 14 · Durable Summons
Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
School of Divination
Level 2 · School of Divination
The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
Level 6 · Expert Divination
Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a school=D using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.
Level 10 · The Third Eye
Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.
Darkvision
You gain darkvision out to a range of 60 feet.
Ethereal Sight
You can see into the Ethereal Plane within 60 feet of you.
Greater Comprehension
You can read any language.
See Invisibility
You can see invisible creatures and objects within 10 feet of you that are within line of sight.
Level 14 · Greater Portent
Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
School of Enchantment
Level 2 · School of Enchantment
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.
Level 6 · Instinctive Charm
Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest.
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.
Level 10 · Split Enchantment
Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
Level 14 · Alter Memories
At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.
Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum of 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.
School of Evocation
Level 2 · 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.
Level 6 · 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 effect from the cantrip.
Level 10 · Empowered Evocation
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Level 14 · 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 maximum damage with 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 by 1d12. This damage ignores resistance and immunity.
School of Illusion
Level 2 · School of Illusion
You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists—including many gnome wizards—are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.
Level 6 · Malleable Illusions
Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.
Level 10 · Illusory Self
Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
Once you use this feature, you can't use it again until you finish a short or long rest.
Level 14 · Illusory Reality
By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
The object can't deal damage or otherwise directly harm anyone.
School of Necromancy
Level 2 · School of Necromancy
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.
Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
Level 6 · Undead Thralls
At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Whenever you create an undead using a necromancy spell, it has additional benefits:
- The creature's hit point maximum is increased by an amount equal to your wizard level.
- The creature adds your proficiency bonus to its weapon damage rolls.
Level 10 · Inured to Undeath
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
Level 14 · Command Undead
Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
School of Transmutation
Level 2 · School of Transmutation
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.
Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
Level 6 · Transmuter's Stone
Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:
- Darkvision out to a range of 60 feet, as described in chapter 8.
- An increase to speed of 10 feet while the creature is unencumbered.
- Proficiency in Constitution saving throws.
- Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit).
Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.
If you create a new transmuter's stone, the previous one ceases to function.
Level 10 · Shapechanger
At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a challenge rating=[&0;&1].
Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
Level 14 · Master Transmuter
Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.
Major Transformation
You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
Panacea
You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.
Restore Life
You cast the raise dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.
Restore Youth
You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.
War Magic
Level 2 · War Magic
A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses.
Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.
In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty fireball if I die before I can cast it?"
Level 6 · Power Surge
Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.
You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.
Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.
Level 10 · Durable Magic
Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.
Level 14 · Deflecting Shroud
At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.
Chronurgy Magic
Level 2 · Chronurgy Magic
Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.
Note: This subclass has access to 5.
Level 6 · Momentary Stasis
6th-level Chronurgy Magic feature
As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Level 10 · Arcane Abeyance
10th-level Chronurgy Magic feature
When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.
A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.
Once you create a bead with this feature, you can't do so again until you finish a short or long rest.
Level 14 · Convergent Future
14th-level Chronurgy Magic feature
You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).
When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
Graviturgy Magic
Level 2 · Graviturgy Magic
Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.
Note: This subclass has access to 5.
Level 6 · Gravity Well
6th-level Graviturgy Magic feature
You've learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.
Level 10 · Violent Attraction
10th-level Graviturgy Magic feature
When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.
Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Level 14 · Event Horizon
14th-level Graviturgy Magic feature
As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.
Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
Bladesinging
Level 2 · Bladesinging
Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.
In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.
Level 6 · Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Level 10 · Song of Defense
Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level.
Level 14 · Song of Victory
Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
Order of Scribes
Level 2 · Order of Scribes
Magic of the book-that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.
Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!
Level 6 · Manifest Mind
6th-level Order of Scribes feature
You can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).
While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).
Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.
The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.
Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.
Level 10 · Master Scrivener
10th-level Order of Scribes feature
Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.
The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.
You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.
Level 14 · One with the Word
14th-level Order of Scribes feature
Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.
Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.
Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook.
Once you use this reaction, you can't do so again until you finish a long rest.
School of the Inkwielder
Level 2 · School of the Inkwielder
Ink is thicker than blood and sometimes deadlier than acid or poison when used in the right way. Some are able to fuse an ordinary ink with the power of the Weave and fill it with arcane energy, making bargains with creatures and borrowing their powers for greater deeds than most adventurers are capable of. The ones that wield such an ink have held power in many realms for a long time. Mehmed Siyahqalam, the Black Pen, was one of the greatest examples of such creatures, or Machiavelli, with all the power he held over parchments or papers to influence the world around him.
Pupils of the Inkwielder school get their power from the bargains they make with many different types of creatures. Rather than regular summoners, they use the echo of the creature to avoid unnecessary enmities with similar spells, and their summons are usually much more powerful than mere familiars.
Level 2 · Ink of Power
Your spellbook, and your connection with it, is different from most wizards'. You can use your ink in a special way. You can strike a bargain with certain creature types in exchange for summoning them in times of need.
The creature type can be: djinni, dragon, elemental, fey, fiend, and monstrosity. Its size must be large or smaller, and it must be able to understand that it is entering into a complicated bargain: creatures with Intelligence scores of 3 or lower cannot be targeted.
Check out the table below for a creature suited for a bargain and other needed information.
| Wizard Level | Maximum Challenge Rating of the Creature | Minimum Spell Slot Level Needed to Summon |
|---|---|---|
| 2 | 1/2 | 1 |
| 4 | 1 | 2 |
| 6 | 2 | 3 |
| 8 | 3 | 4 |
| 10 | 5 | 5 |
| 12 | 6 | 5 |
| 14 | 7 | 5 |
| 16 | 8 | 6 |
When you strike a bargain with the creature, you can copy its essence to your spellbook. It requires 25 gd and 1 hour to inscribe it for each CR above 1. When you do so, you have the statblock of the creature. You can summon the creature with the spell slot depicted in the table above.
When you summon the creature as an action, it appears within 30 ft. of you in an unoccupied space. It follows your orders given to them by bonus actions. The creature can stay out of your spellbook for a number of minutes equal to the level of the spell used to summon it (minimum of 1).
You can make bargains with as many creatures as you want, but for a creature to be able to be summoned, you must prepare a creature just like a spell.
Creatures with Challenge Rating equal to 2 or below count as half of a spell's worth against your ability to prepare spells. For example, you can prepare a creature with a CR 1 and a CR ¼, and they would count as if you prepared one spell.
When the creature dies or its time is up, it vanishes and can't be summoned again until you finish a short or long rest.
You can summon more than one creature as long as their combined CR does not exceed your maximum CR column of the table above. For example, at Level 4 you can have two creatures summoned at the same time with 1/2 Challenge Ratings.
The Other Method of Bargaining
The original method of bargains is copying the essence of a creature with their consent. As an optional rule, you can also bind a creature directly to your spellbook if you are able to convince the creature. When you do so, the creature's soul itself is bound to your spellbook, and you summon that creature when you summon. If you do so, the creature's duration spent out of the spellbook is doubled.
You can release such a creature by conducting a 1-minute ritual.
What the creatures require in order for their essence to be put into the bargain is up to the Game Master. There are some suggestions for generic types of creatures, but the Game Master has the final word.
Giving out the essence gives that creature these benefits:
- You have Disadvantage on attack rolls against that creature (Not the type. For example, if you make a bargain with an imp, this benefit works only against that imp, not other imps in general).
- The creature has Advantage on saving throws that were forced by you.
The table below shows what the creatures may demand upon copying their essence or being directly bound to your spellbook.
| Creature Type | Requirements for Essence | Requirements for Soul Binding |
|---|---|---|
| Djinni | Spreading dark whispers about a believer with a strong heart. | They are to be released after a month of service, and they must be provided with a body they could possess. |
| Dragon | A precious gem. | They are to be released after a week of service, and they must be paid heavily. |
| Elemental | A magic item of at least uncommon rarity and connected with elements. | For a year of service, they require a magical item (rare at least) that possibly produces power connected with elements, such as flame tongue. |
| Fey | Possibly something ridiculous like "Bring me gloves that were worn by a singer" or something unnecessarily important, "The one secret to change the world." | They require long-term tasks that are probably annoying to complete, incredibly ridiculous, or unnecessarily hard. |
| Fiend | An object that carries a person's soul. | Depending on the duration, they require a soul for each week. |
| Monstrosity | Probably a large supply of food or complex items that they would require in hunting, surviving in the wilds. | A long term pact that would include bringing them food, supplies, helping them in their hunts or securing their territory. |
These methods can be suggested for bargaining:
- Helping the creature when it is in need.
- Summoning one through spells and rituals.
- Acquiring one from another spellbook or ancient manuscripts.
Level 2 · The Familiar Ink
You learn the find familiar spell and add it to your spellbook. Its casting time is 10 minutes for you. If you already have the spell in your spellbook, you can add another 1st-level conjuration spell to your spellbook.
Level 6 · Ritualistic Summon
When you strike a bargain with a creature, you can summon one as a ritual even if you don't have it prepared. The ritual takes 10 minutes.
Level 10 · Benefits of the Bargain
When you summon a creature you made a bargain with, you both gain temporary hit points equal to your wizard level. If you expend a spell slot as a bonus action, you can refresh the temporary hit points.
Level 14 · Borrowing Ability
At 14th level, when you summon a creature, you can choose one of their Ability Scores, and for the next minute, you can replace your Ability Score with the chosen one. Any changes affect you accordingly. For example, if you change your Constitution score to a higher one, you'd have more hit points (based on average: for d8s take 5, for instance). If you have any current hit points missing, reduce the missing hit points from your newly calculated hit points maximum. When you transform back, apply the same conditions on your current hit points.