Class: Wizard

The Wizard

 
ClassName Description filled with Flowery Text
 

Wizard Mindset

 

Playing a Wizard

You are an eternal student of the arcane secrets of the universe, using your mastery of magic to cast powerful and devastating spells. You treat magic like a science, cross-referencing the latest texts on practical spellcraft with ancient esoteric tomes to discover and understand how magic works. Yet magical theory is vast, and there’s no way you can study it all. You either specialize in one of the eight schools of magic, gaining deeper understanding of the nuances of those spells above all others, or favor a broader approach that emphasizes the way all magic comes together at the expense of depth.  

Roleplay

During Social Encounters; you provide a well of knowledge about magical matters and solve arguments with logic, knowledge, or wit. You may even have a story or three to tell that related to the issue at hand, and divulge how it was solved before.

While Exploring; you locate magical auras and determine the arcane significance of magical writing or phenomena you uncover. When you run across an unusual obstacle to further exploration, you probably have just the right magical trick that will make it easier to overcome.

In Downtime; you hone your magical teachings, or imbibe magic into items for your party. You may seek out new and exciting formulas in addition to spells, expanding your library endlessly as your mastery grows. You might even forge scholarly connections and establish a place of magical learning of your own.

 
You Might...
  • Have an unquenchable intellectual curiosity about how everything in the world around you works—magic in particular.
  • Believe fervently that your methods of magic is superior, or that true mastery of magic requires knowledge of all facets one can reach for.
  • Use esoteric jargon and technical terms to precisely describe the minutiae of magical effects, even though the difference is probably lost on other people.
Others Probably...
  • Consider you to be incredibly powerful and potentially dangerous.
  • Fear what your magic can do to them, and ask that you avoid casting spells in polite company, as few can identify what it is that you are doing, until it’s too late.
  • Assume you can easily solve all their problems, from dangerous weather to poor crop yields, and ask you for spells that can help them get whatever they desire.
 

Mechanical Talk

  How to play, etc etc.  

Key Attribute(s):

  • Intelligence. From traditional spellcasting to solving problems with skills and through roundabout ways, Intelligence is a Wizard's most powerful ally.
  •  

    Key Terms

      BONUS/PENALTY DICE): Bonus and Penalty die are important to all characters. For the Classname, your kit will give you bonus die on fear effects...   PROFICIENCY: Proficiency and Proficiency Bonus is an important term for all classes. For the Classname, your proficiency will your usual kit (Attacks, Save DC, Skills, etc), as well as...   Name them all.  

    Wizard Class Table

     
    Class Level Class Features
    1
    • Initial Character Additions
      • Ancestry (and Heritage), Background (and Skill Talent), 1st Feat(s), etc
    • Multiclass Additions
      • Class Hit Dice
      • Added Proficiencies
    • Class Features
      Class Features Here
    2 X (Subclass),
    3 Class Feature, Subclass Feature
    4 +Y: Y, 1st Class Mastery Choices
    5 Token Class Feature (PS, AA, etc), Class Features
    6 Subclass Feature
    7 +Y: Y, 2nd Class Mastery Choices
    8 Class Feature
    9 Subclass Feature
    10 +Y:Y, 3rd Class Mastery Choices
    11 Class Feature/td]
    12 Subclass Feature
    13 +Y: Y, 4th Class Mastery Choices
    14 Build on Class Feature
    15 Subclass Feature
    16 +Y: Y, 5th ClassMastery Choices
    17 Named Class Feature
    18 Subclass Feature
    19 +Y: Y, Last Class Mastery Choices
    20 Class Capstone
     

    Wizard Basics

     

    Initial Character Additions

      If the Wizard is your starting Class, you gain the following features and proficiencies:  

    Ancestry, Background, etc

    You gain the benefits of your selected Ancestry, Heritage (be they Ancestral Heritages or Versatile Heritages, your Background and it's Skill Talent, your 1st level Feat Choice, etc.
     

    Attribute Boosts

    You gain two Attribute Boosts. One of which must be used on Intelligence. The other can be whatever you wish.  

    Health

      Starting / Leveled Health: 6 (4 or 1d6 )  

    Proficiencies and Gear

     
    Gear Profs
      Armor: No Armor Proficiencies   Weapons: All Simple Weapons, Wands   Saving Throws: Will (Int/Wis)  
    Skill Profs
      Choice of 2 primary skills from the following list:     Choice of 1 secondary skill from the following list:   Note A: For each additional Intelligence attribute point above 0, you do not gain additional Skills. Instead, you gain Skill Talents of your choice that you qualify for.   Note B: For each Skill listed abovet that is also given by your Ancestry or Background, you may pick any skill from the full list of Primary and Secondary skills (depending on which choice is given already), as per the Origin Customization Rule.  
    Starting Gear
    You gain either 2d6 times 10 sp (or 70 sp / 7gp) as starting gold to spend on gear, OR gear from any one of the following starter packs: Wizard Class, Mage Group, Explorer's Pack, Scholar's Pack  

    Multiclass Additions

      Minimum Requirements: Int +3 or more   If you are multiclassing into the Wizard, you gain the following proficiencies:
  • Proficiencies
  • None
  •  

    Other Wizard Info

      Class Hit Die: D6   Class Group(s): Mage   Favorite Class Bonus: You can prepare an additional amount of Wizard spells equal Half-Proficiency + 2. Additionally, every Spell Rank Tier gained by Wizard caster levels gives an additional Signature Spell Slots of your choice, as per the feature.  

    Core Class Features

    As a Wizard, you gain Class Features associated with your class at certain class levels.
    At levels 1, 2, 3, 5, 8, 11, 14, and 17 you gain Your main Features, or semi-unique features that establish your class and your role in the game with such.   At class levels 4, 7, 10, 13, 16, and 19 you will gain Class Mastery Features, or features that that improve on your main features; and a mini-feat called a Mastery Talent (1 out of 3+ preset choices). (Note: You can forgo taking Mastery Features and Talent(s) to gain or advance a Dedication Template instead).
      You gain the following class features:  

    (1st) Spell Transcriber

    You gain the Spellcraft Primary skill and the Profession: Scribe Secondary skill skill (or another Primary and/or Secondary skill if you already have it/them).

    Additionally, you can store unused spells you don't use in makeshift scrolls or spell storing items. During a Short or Long Rest, you may cast any number of non-Ritual spells into pieces of Paper or similar nonmagical vessels your GM will allow (a teacup, a piece of incense, a candle, etc), using up your leftover spell slots this way.

    The spells you cast are stored in those items, and remain in those items indefinitely, until you willingly cancel the magic or use the item while using 2 Actions / ◈◈. The vessels store the spell at whatever rank the spell was used at, as well as any Augmentation.

    You may have a number of stored spell levels equal to 2 x your proficiency bonus + 2 x your Wizard level.

    Your allies may use the spells on your behalf, but it requires a Spellcraft check vs a DC of 15 + the spell's rank x2 (Example, a stored r1 Faultless Fusillade has a Spellcraft DC of 17).
     

    (1st) Spellcasting, Wizard

    The Wizard is THE quintessential caster, being one of the first and oldest versions of magic users in many worlds and stories. Along with the Druid, Sorcerer, and Witch; the Wizard reigns in the domain of magic and all it's facets. While they share much with the Sorcerer (including a class Spell list), they differ in that the Wizard trades more spells and flexibility for a wider pool of spells and the breakdown of convention. As a result, and as a primarily Magic focused class, you gain the following.

     

    You also gain the Innate Ritualist common feature, allowing to Ritual cast any Rituals you know without having them Prepared, so long as they're in your Spell Library.

    The Wizard's spellcasting Attribute is Intelligence, and you may add your proficiency bonus to your spell's attacks or Save DC (your default ability save DC is 10 + your proficiency bonus + your ability modifier + other modifiers, should they exist).

    You can use generic casting focuses to cast spells.

      Note: As an Example, Wizards can start with the Iconic Wizard's Starter Spells.
     

    (2nd) Wizard Academia (Subclass Choice)

    At class lvl 2, all Wizards choose an Academia to specialize in, following the path of many who came before them, or helping rewrite a way of learning that can be improved. This doesn't even need to be part of a place of learning, just a methodology one more learn to master the arcane. Overall, this path is their subclass.

    Your subclass gives you features at class levels 2, 3, 6, 9, 12, 15, and 18. It also gives you a unique capstone choice at class level 20, as well as separate Mastery Talent choices (the C choice) when they come up (at 4, 7, 10, 13, 16, 19).

     

    (2nd) Signature Spell Slots

    You’ve figured out a new way to twist your spells, your studies giving you a wider breadth of knowledge to pull from.

     

    Signature Spell Slots

    Every time you achieve a new Spell Rank Tier via Wizard class progression (often corresponding to your caster level if not multiclassing (2nd at level 3, 3rd at level 5, 4th at level 7, etc)), you gain a specialized Signature Slot for that spell rank tier. Any spell you know or that is in your Library can be added to those Signature Slots, as long as they share the same base rank as the Signature Slot (e.g. Faultless Fusillade can go into 1st rank Signature Slot, but not a 2nd Rank or higher rank Signature Slot).   Abilities in Signature Slots are considered prepared by you always, but do not count toward your Maximum Preparation Limit. Additionally, once per Long Rest, per Spell Rank Tier, you can cast any of your those Signature Spells once without consuming any resources. The Signature Spell will be of the Spell Rank tier's level.   As an example: if you have Barrier, Invisibility and Fireball prepared in those Signature Slots, you can cast them all once per Short Rest for free, but only at those spell rank tiers without augmenting them ⤴Up or ⤵Down. Barrier will be a 1st rank spell, Fireball will be a 3rd rank spell, etc.   Finally, as Signature Spells are always prepared for you, they can be used with other spell slots you have.
     

    (2nd) Wizardly Exploits

    You gain access to Arcane Exploits, or Class Talents that allow you to twist your spells further. or granting you new abilities that only you can use. If an Arcane Exploit adds a spell to your Library, it is always considered prepared for you.   You gain Arcane Exploits every even Wizard level, and every time you gain a new class level, you may exchange one talent for another you qualify for, losing access to everything the prior talent gave.   The full list of Arcane Exploits will be listed at the end of the Feature Summary.   Uniquely, Wizards share Arcane Exploits with Sorcerers, with some being used by Warlocks and Witches   Finally, for gaining the ability to manipulate your spells so, you gain the Spell Recovery common feature.
     

    (3rd) Arcane Thesis

    During your studies, you produced a thesis of unique magical research. You gain a special benefit depending on the topic of your thesis research. Pick one Thesis, from the list of subjects below, gaining it's benefits.

    • Experimental Augmentation. You may write down Augment feats, and prepare them like Spells during your daily preparations, overwriting any augment feats you already have. It costs 200 gp per feat to put in your Spell Library.
    • Familiar Attunement. Your Familiar counts as, and scales like, a Companion. Your Familiar gains any Talents, Feats, and Features you do, except those that adjust or grant the ability to cast spells.
    • Spell Blending. During your daily preparations, you can trade two spell slots of the same spell rank for a bonus spell slot of up to 2 spell ranks higher than the traded spell slots. You can exchange as many spell slots as you have available. Bonus spell slots must be of a spell rank you can normally cast, and each bonus spell slot must be of a different spell rank.
    • Spell Focus. You gain the Spell Focus common feature.
    • Spell Substitution. During a Swift Rest you can change one of your prepared spells to another from your Spell Library. When you gain the Infinite Possibilities feature, you can exchange a number of spells equal to your Wizard Class level instead. If you gain the Prodigious Memory feature, your instance of Spell Recovery recovers twice as much spell slots or spell points.
    • Transcribing Nexus. Your spell storing items that host 3rd rank or lower non-Zeroth now have an additional charge, allowing them to be used twice. Additionally, you can cast spells from Rods, Scepters, Staves, and Wands using your spell slots (augmentation and all) without consuming charges, as long as those spells are on spell lists you have access to via the Wizard class.
     

    Note: Your specific thesis probably has a much longer and more technical title like “On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.”

     

    (3rd) Subclass Features

    At 3rd class level, and every 3rd level after until 18th class level (6th, 9th, 12th, 15th, and 18th), you will get features from your subclass.
     

    (4th) MF: Spell Transcriber, Spell Weaver

    Your Spell Transcriber feature improves with your mastery. Your research and studies have given you the ability to learn more and change how you use your spells.   You learn a number of Augment feats you qualify for equal to your Half-Proficiency, and Augmentation of your spells that use your Wizard Spell slots or Wizard features cost 1 less, down to a minimum of 1.
     

    (5th) Potent Casting

    At this class level, you gain the Potent Casting common feature, improving your abilities' healing and damage by it's action cost (action usage * usage modifier).
     

    (5th) Spellcaster's Link

    You form a special arcane bond with an item precious to you, shaping how you use your spells.

    You learn the Manifest Magic Link ability, as a spell that is always prepared for you. It will and it automatically manifest itself into a vessel acting as your Spell Library after you complete a Long Rest, if you wish it do so.

     

    (7th) MF: Y, Y

    Your X feature improves with your mastery.   :y
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (8th) Universal Versatility

    You have taken a glimpse into the infinite, gaining the ability to access magic in ways others cannot.

    You can now add 0th level spells from any Universal Spell list to your Spell Library. If you already could do that, you can do this with 1st rank spells, or the next highest tier up (2nd, 3rd, etc). If you can potentially do this all the way up to Xth spells (as with the Onomancy Wizard, you gain an instance of Bonus Feat Choice as compensation.

    Additionally, your 0th level spells gain an extra level of Augmentation this level, increasing the potency of any 0th level spell that ↗/Augments by Level

    • As an example: Blazing Bolt at character level 8th does 3d12 damage, rather than 2d10.

     

    (10th) MF: Wizardly Exploits, Bonus Feat

    Your Wizardly Exploits feature improves with your mastery. You gain an instance of the Bonus Feat Choice common feature, giving you another Feat Choice at this level to further expand your spellcraft.
     

    (11th) Infinite Possibilities

    A simple, but effect trick allows you to access to almost any spell you've accumulated and thensome.

    Once per Short Rest, as a ◈, you can change any spells you have prepared for ones in your Spell Library. The number of spells exchanged per use is equal to your Wizard level.

    If you gain the Prodigious Memory feature, you can use this feature a number of times per short rest equal to your Proficiency Bonus.

     

    11th: Sage's Resistance

    You've studied magic so thoroughly that your ability to defy it becomes secondary.

    Magical effects you do not wish to affect you have a harder time affecting you. Spell attacks have disadvantage against you, and you have advantage on saves against such affects. If you Critically Succeed on the save, or if the attacks Critically miss, you can choose to outright ignore the magical effect entirely, damage and all.

     

    (13th) MF: Y, Y

    Your X feature improves with your mastery.   Builds on something, etc.
     
    • A:.
    • B: :.
    • C: Player Choice: YYou may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (14th) Arcane Experimentation

    Your Arcane Thesis has led you to some strange, but interesting conclusions as you further learn about the craft of spells.

    You may gain another Arcane Thesis of your choice. Alternatively, you may gain an instance of the Bonus Feat Choice common feature.

     

    (16th) MF: Sage's Resistance, Anti Resistance

    Your Sage's Resistance feature improves with your mastery, making it so that your magic can't be stopped in kind.

    You are immune to effects with the Anti-Magic trait. This includes other Sorcerer's Sorcerous Resistance or similar effects.

    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (17th) Thousands of Good Reasons

    Across the worlds and many multiverses; there have been countless beings who strive for the understanding of magic. It's origins, it's connections, and how it works on a fundemental level. Only a select few have gotten this close to that ultimate understanding, and this is where you now stand. Through your research, you gain the following benefits.

    • This level, you may write any 3 spells from any Universal Spell List into your spellbook, regardless of it's origin or complexity. It is a Wizard spell to you.
    • You gain advantage on all spell attacks you make. Your enemies gain disadvantage on all saves involving your spells.
    • Every time you complete a Long Rest, you permanently increase how many spells you have prepared by 1. If you gained the Prodigious Memory feature, this amount is increased to 3. This is not retroactive, but you gain 10 more just for learning this feature.

     

    (19th) MF: Signature Spell Slots, Spell Mastery

    Your Signature Spell Slots feature improves with your mastery, giving you freedom to cast even those spells any way you please.

    Your 1st and 2nd level Signature Spells can be used without expending them, and your 3rd and higher slots recover on Swift Rests.

    Additionally, When you are Preparing spells, you can exchange your Signature Spells with other spells from your spell Library.

     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (20th) Capstones

    When you reach the 20th class level in this class you may pick a capstone from this class's Class Group(s), it's subclass/dedication(s)/template(s), or from one below.   There's always at least 3-4 choices. 1-2 from the class, 1 from the Class Group, and 1 from the Subclass.
     
    Capstone 1   X
     
    Class Group Capstone: Mage's Pinnacle

    You have mastered the greatest secrets of magic, coming close to being able to pull on reality's strings.

    you gain a single 10th-rank spell slot, and can use it to cast 10th level spells or lower. If you already have a 10th level spell slot when you gain this feature, you gain another. You can't use 10th-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots

     

    All Arcane Exploit Talents

     

    Subclasses and Archetypes

    Subclasses

    Archetypes

    None

      

    Sample Builds

      To come.

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