Wizard Profession in Dierde | World Anvil

Wizard

Wizard [–] Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.   Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.   Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.   Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.   Scholars of the Arcane [–] Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.   Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.   The Lure of Knowledge [–] Wizards' lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.   But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.   Creating a Wizard [–] Creating a wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic?   What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other wizard? Perhaps you're simply eager to put your newfound magical skills to the test in the face of danger.   Quick Build [–] You can make a wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to join the School of Enchantment, make Charisma your next-best score. Second, choose the sage background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep.   The following information is from Xanathar’s Guide to Everything, page 58.   “Wizardry requires understanding. The knowledge of how and why magic works, and our efforts to broaden that understanding, have brought about the key advances in civilization over the centuries.”   — Gimble the illusionist   Only a select few people in the world are wielders of magic. Of all those, wizards stand at the pinnacle of the craft. Even the least of them can manipulate forces that flout the laws of nature, and the most accomplished among them can cast spells with world-shaking effects.   The price that wizards pay for their mastery is that most valuable of commodities: time. It takes years of study, instruction, and experimentation to learn how to harness magical energy and carry spells around in one's own mind. For adventuring wizards and other spellcasters who aspire to the highest echelons of the profession, the studying never ends, nor does the quest for knowledge and power.   If you're playing a wizard, take advantage of the opportunity to make your character more than just a stereotypical spell-slinger. Use the advice that follows to add some intriguing details to how your wizard interacts with the world.   Spellbook [–] Your wizard character's most prized possession—your spellbook—might be an innocuous-looking volume whose covers show no hint of what's inside. Or you might display some flair, as many wizards do, by carrying a spellbook of an unusual sort. If you don't own such an item already, one of your goals might be to find a spellbook that sets you apart by its appearance or its means of manufacture.   Spellbooks d6 Spellbook 1 A tome with pages that are thin sheets of metal, spells etched into them with acid 2 Long straps of leather on which spells are written, wrapped around a staff for ease of transport 3 A battered tome filled with pictographs that only you can understand 4 Small stones inscribed with spells and kept in a cloth bag 5 A scorched book, ravaged by dragon fire, with the script of your spells barely visible on its pages 6 A tome full of black pages whose writing is visible only in dim light or darkness Ambition [–] Few aspiring wizards undertake the study of magic without some personal goal in mind. Many wizards use their spells as a tool to produce a tangible benefit, in material goods or in status, for themselves or their companions. For others, the theoretical aspect of magic might have a strong appeal, pushing those wizards to seek out knowledge that supports new theories of the arcane or confirms old ones.   Beyond the obvious, why does your wizard character study magic, and what do you want to achieve? If you haven't given these questions much thought, you can do so now, and the answers you come up with will likely affect how your future unfolds.   Ambitions d6 Ambition 1 You will prove that the gods aren't as powerful as folk believe. 2 Immortality is the end goal of your studies. 3 If you can fully understand magic, you can unlock its use for all and usher in an era of equality. 4 Magic is a dangerous tool. You use it to protect what you treasure. 5 Arcane power must be taken away from those who would abuse it. 6 You will become the greatest wizard the world has seen in generations. Eccentricity [–] Endless hours of solitary study and research can have a negative effect on anyone's social skills. Wizards, who are a breed apart to begin with, are no exception. An odd mannerism or two is not necessarily a drawback, though; an eccentricity of this sort is usually harmless and could provide a source of amusement or serve as a calling card of sorts.   If your character has an eccentricity, is it a physical tic or a mental one? Are you well known in some circles because of it? Do you fight to overcome it, or do you embrace this minor claim to fame of yours?   Eccentricities d6 Eccentricity 1 You have the habit of tapping your foot incessantly, which often annoys those around you. 2 Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes. 3 You never enter a room without looking to see what's hanging from the ceiling. 4 Your most prized possession is a dead worm that you keep inside a potion vial. 5 When you want people to leave you alone, you start talking to yourself. That usually does the trick. 6 Your fashion sense and grooming, or more accurately lack thereof, sometimes cause others to assume you are a beggar. Arcane Recovery PHB p112 [–] 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 PHB p112 [–] As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.   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 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.   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 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. Arcane Tradition PHB p112 [–] 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.   Cantrip Formulas TCE p75 [–] 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.   Ability Score Improvement PHB p112 [–] 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.   Arcane Tradition feature PHB p112 [–] At 6th level, you gain a feature granted by your Arcane Tradition.   Ability Score Improvement PHB p112 [–] 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.   Arcane Tradition feature PHB p112 [–] At 10th level, you gain a feature granted by your Arcane Tradition.   Ability Score Improvement PHB p112 [–] 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.   Arcane Tradition feature PHB p112 [–] At 14th level, you gain a feature granted by your Arcane Tradition.   Ability Score Improvement PHB p112 [–] 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.   Spell Mastery PHB p112 [–] 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.   Ability Score Improvement PHB p112 [–] 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.   Signature Spells PHB p112 [–] 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.   Bladesinging TCE p76 [–] 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.   Training in War and Song (Bladesinging) TCE p76 [–] When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.   You also gain proficiency in the Performance skill if you don't already have it.   Bladesong TCE p76 [–] Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.   You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).   While your bladesong is active, you gain the following benefits:   You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.   Bladesinger Styles TCE p76 [–] From its inception as a martial and magical art, Bladesinging has been tied to the sword, more specifically the longsword. Yet many generations of study gave rise to various styles of Bladesinging based on the melee weapon employed. The techniques of these styles are passed from master to students in small schools, some of which have a building dedicated to instruction. Even the newest styles are hundreds of years old, but are still taught by their original creators due to the long lives of elves. Most schools of Bladesinging are in Evermeet or Evereska. One was started in Myth Drannor, but the city's destruction has scattered those students who survived.   Styles of Bladesinging are broadly categorized based on the type of weapon employed, and each is associated with a category of animal. Within that style are specializations named after specific animal types, based on the types of spells employed, the techniques of the master, and the particular weapon used. Bladesingers who apprentice to a master typically get a tattoo of their chosen style's animal. Some bladesingers learn multiple styles and bear many tattoos, wearing a warning on their skin of their deadly skills.   Cat. Styles that employ a sword belong to this family. The lion style, the eldest, trains practitioners in the use of the longsword and doesn't favor any particular type of spells. Leopard style focuses on the shortsword and spells of illusion and stealth. Red tiger, a style just three centuries old, has its bladesingers using the scimitar in a whirling dance of defense from which they launch into sudden leaps and attacks. Bird. Styles that focus on the use of a hafted weapon, such as an axe or hammer, have been grouped together as bird styles, yet they vary wildly. All relatively new styles, they use weapons not typically favored by elves. Eagle-style bladesingers use small handaxes, and many maneuvers in the style focus on fluid ways to throw the weapon and draw a new one. Raven style uses a war pick, and spells associated with it grant the bladesinger more agility in combat. Snake. Practitioners of these styles use a flail, chain, or whip. Viper style uses a whip, despite its inelegance as a weapon, and has almost as long a history as the lion style. Its masters punctuate their bladesong with a stunningly rapid rhythm of whip cracks, which can keep many foes at bay and allow the bladesinger space to cast the cruel spells of poison and disease favored by the style. Extra Attack TCE p76 [–] 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.   Song of Defense TCE p76 [–] 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.   Song of Victory TCE p76 [–] 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.   Chronurgy Magic EGW p184 [–] 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.   Chronal Shift EGW p184 [–] 2nd-level Chronurgy Magic feature   You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.   You can use this ability twice, and you regain any expended uses when you finish a long rest.   Temporal Awareness EGW p184 [–] 2nd-level Chronurgy Magic feature   You can add your Intelligence modifier to your initiative rolls.   Momentary Stasis EGW p184 [–] 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.   Arcane Abeyance EGW p184 [–] 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.   Convergent Future EGW p184 [–] 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 EGW p185 [–] 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.   Adjust Density EGW p185 [–] 2nd-level Graviturgy Magic feature   As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).   While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.   Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.   Gravity Well EGW p185 [–] 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.   Violent Attraction EGW p185 [–] 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.   Event Horizon EGW p185 [–] 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.   Magi-Zoologist HHHVIII p118 [–] While most arcane colleges are more concerned with the intellectual study of esoteric and sometimes only theoretical origins of magic, there exists one that prefers to focus only on what they can see around them in the natural world: the magi-zoologists. This school of thought believes that the greatest source of information about magic is to be found in the many magical creatures that exist in the world, each one brimming with arcane secrets to be unlocked through research and study. Through their travels, the magi-zoologists collect samples of the various monsters in the multiverse, applying the lessons they learn into new breakthroughs in both spellwork and science.   While they are often derided by even other wizard schools as lacking imagination, the best magi-zoologists are extremely pragmatic and are well-equipped to survive the many dangers of the world. After all, it takes true strength to face down a full-grown dragon and live to autopsy its corpse.   Harvest Spells HHHVIII p118 [–] Starting at 2nd level, when you make a Harvest check on a non-humanoid creature that has the innate spellcasting feature and your roll equals or exceeds that creature's challenge rating, you may pick one spell from that creature's innate spellcasting feature and add it to your list of prepared spells that day. This spell does not count towards the number of spells you have prepared that day. When you cast that spell, it is considered a wizard spell for you and you still need to fulfill all component and spell slot requirements when casting it. You retain the ability to cast that spell until you finish your next long rest, at which point it vanishes from your memory.   If the spell you harvested is a wizard spell of 1st level or higher and is of a level for which you have spell slots, you can add it to your spellbook before it vanishes from your memory. To do so, you follow the same rules as normally copying a spell into your spellbook. You must copy the full spell before it vanishes from your memory. If you do not, any resources you have already contributed to copying the spell are wasted.   Anatomical Study HHHVIII p118 [–] Beginning when you select this school at 2nd level, your proficiency bonus is doubled when you make Appraise checks. In addition, you have advantage on any ability check made to recall information about the biology and behaviour of non-humanoid creatures.   Firsthand Experience HHHVIII p118 [–] Starting at 6th level, if you are subjected to a saving throw imposed by the ability or feature of a non-humanoid, non-beast creature, you may add your Intelligence modifier as a bonus to any future saving throws imposed by subsequent uses of that ability or feature. You retain this benefit until you finish your next long rest.   Monster Tamer HHHVIII p118 [–] At 10th level, your study of the behaviour of creatures allows you to weave magic into your words, allowing you to placate and calm them. You add the charm monster spell [...] to your spellbook if you did not already know it, and you always have it prepared; having it prepared in this way does not count towards your total amount of spells prepared for that day. In addition, if you cast charm monster on a creature with an Intelligence score lower than yours, they have disadvantage on the saving throw to resist the effect.   Counter-Ability HHHVIII p118 [–] At 14th level, you learn to break the magic bonds that permeate the bodies of magical creatures, temporarily disrupting their abilities. Whenever a non-humanoid, non-beast creature within 30 feet of you that you can see attempts to use an ability or feature that would force another creature to make a saving throw, you may use your reaction to cause it to fail and have no effect. This feature cannot be used on abilities in which the saving throw is imposed by a weapon attack.   You may use this feature a number of times equal to your Intelligence modifier (minimum of once), regaining all expended uses once you finish a long rest.   Order of Scribes TCE p77 [–] 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!   Wizardly Quill TCE p77 [–] 2nd-level Order of Scribes feature   As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:   The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface. The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription. You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you. This quill disappears if you create another one or if you die.   Awakened Spellbook TCE p77 [–] 2nd-level Order of Scribes feature   Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.   While you are holding the book, it grants you the following benefits:   You can use the book as a spellcasting focus for your wizard spells. When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend. When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest. If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.   Manifest Mind TCE p78 [–] 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.   Master Scrivener TCE p78 [–] 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.   One with the Word TCE p78 [–] 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 Abjuration PHB p115 [–] 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.   Abjuration Savant PHB p115 [–] Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.   Arcane Ward PHB p115 [–] Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.   While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.   Once you create the ward, you can't create it again until you finish a long rest.   Projected Ward PHB p115 [–] 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.   Improved Abjuration PHB p115 [–] 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.   Spell Resistance PHB p115 [–] Starting at 14th level, you have advantage on saving throws against spells.   Furthermore, you have resistance against the damage of spells.   School of Biomancy [–] Practitioners of biomancy tend to have a growth mindset and an endless propensity for self-improvement You likely bear symptoms of this continual desire to improve yourself: patches of scales, manes of peacock feathers, hawk's eyes, adhesive palms, gills... the list is as long as there are ideas to try Biomancers are masters of biomantically-enhanced surgery, transplanting specially-grown (or amputated) appendages onto other creatures.   Biomancy Savant [–] Beginning when you select this school at 2nd level, the gold and time you must spend to copy a biomancy spell into your spellbook is halved In addition, you gain proficiency with surgeon's tools, and the following spells are considered biomancy spells for you instead of their normal school.   Biomancy Spells Spell Level Spells 1st false life, longstrider 2nd alter self, darkvision, spider climb 3rd haste, water breathing 4th stoneskin 6th flesh to stone 7th simulacrum 9th shapechange Biostimulation [–] You learn to channel biomantic magic into your cells, restoring your vitality When you cast a biomancy spell of 1st level or higher, you can simultaneously redirect a strand of the spell's magic to energise and repair you or your target's body You or your target (your choice) regains a number of hit points equal to twice the spell's level.   Self Improvement [–] You can perform minor surgery on your body, improving yourself in a very literal sense Over the course of 1 hour (which can be done during a rest), you can enhance yourself with one bio-magical improvement, choosing from the following options:   Amphibisprings. With enhanced quads and a ratcheting mechanism in your achilles, your jumping distance is tripled.   Extra Appendage. You gain a prehensile tail or an extra arm, allowing you to hold one more thing and conferring advantage on any ability checks you make to climb.   Detachable Hand. As an action, you can detach your hand and imbue it with biomantic magic The hand follows the rules of the unseen servant spell, except it is not invisible and waits patiently if ever more than 60 feet away from you If your hand is ever reduced to 0 hit points, it is destroyed, and you grow a new one over the course of a short or long rest.   Firefly Skin. You can cast the light cantrip at will with yourself as the target As a bonus action, you can flash brightly for a moment; each creature within 5 feet of you that can see you must succeed on a Constitution saving throw against your wizard spell save DC or be blinded until the end of your next turn. After you use this bonus action, you can't do so again until you finish a short or long rest.   Owl Eyes. You gain darkvision out to a range of 120 feet.   Slime. You exude slime; checks made to grapple you have disadvantage.   Scales. Your skin is covered in overlapping scales You gain a +1 bonus to AC when you aren't wearing armour.   Spidersense. You gain a 1d4 bonus to your initiative rolls.   Talon. One of your hands is replaced with a wicked giant hawk's talon, a natural weapon that you can use to make unarmed strikes If you hit with it, you deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike If you are grappling a creature with this talon, you can automatically deal this damage to the grappled creature once on each of your turns as a bonus action.   Third Leg. Your speed increases by 10 feet and you have advantage on ability checks and saving throws made against effects that would knock you prone.   Trimorphism. You can cast the enlarge/reduce spell on yourself at will (no material components or concentration required).   Your body has enough latent biomantic magic to sustain one improvement at a time When you reach 10th and 14th level, you can sustain up to two and three improvements at a time, respectively If you gain a new improvement while you have your maximum number of sustainable improvements active, you must choose one improvement to lose; this improvement withers away and ceases to function the moment you finish the surgery on your new improvement.   Spell Splitter [–] Your focus, nay, obsession with self-improvement has led to the ability to benefit from the magic you create When you cast a wizard spell that targets only one creature and doesn't have a range of self, you can choose to simultaneously target yourself with the same spell You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all expended uses when you finish a long rest.   Endocrine Overload [–] Over the course of 1 hour (which can be done during a rest), you can craft a capsule of potent stimulants, choosing from either the Brutish or Swift archetypes, and embed it within your adrenal gland With a slight tensing of your brain muscles, you can crack this capsule as a bonus action, stimulating your body For the next minute, you gain the following benefits based on the archetype you chose:   Brutish If you are smaller than Large, you become Large, and your weight increases proportionately If you lack the room to become Large, your size doesn't change. Your Strength score increases to match your Intelligence score if it isn't already higher. You have advantage on Strength and Constitution checks and Strength and Constitution saving throws. You grow an appendage with which you can make melee weapon attacks When you grow the weapon, you decide whether it deals bludgeoning, piercing, or slashing damage You are proficient with this weapon and use your Strength modifier for attack and damage rolls. The weapon deals 2d10 damage. You can attack twice, instead of once, when you take the Attack action on your turn You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn. You gain temporary hit points equal to twice your Intelligence modifier (minimum of 2) at the start of each of your turns. Swift Your Dexterity score increases to match your Intelligence score if it isn't already higher. You have advantage on Dexterity checks and saving throws. Your cantrips with a casting time of 1 action have a casting time of 1 action or 1 bonus action You gain the benefits of the haste spell, which can't be dispelled:   Your speed is doubled. You gain a +2 bonus to AC. You can take one additional action on each of your turns, which can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. Relapse. When the minute elapses, you gain one level of exhaustion, and you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you. You must craft another capsule before you can use this feature again. School of Conjuration PHB p116 [–] 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.   Conjuration Savant PHB p116 [–] Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.   Minor Conjuration PHB p116 [–] Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.   The object disappears after 1 hour, when you use this feature again, if it takes any damage, or if it deals any damage.   Benign Transposition PHB p116 [–] 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.   Focused Conjuration PHB p116 [–] Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.   Durable Summons PHB p116 [–] Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.   School of Divination PHB p116 [–] 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.   Divination Savant PHB p116 [–] Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.   Portent PHB p116 [–] Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.   Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.   Expert Divination PHB p116 [–] 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 divination spell of 2nd level or higher 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.   The Third Eye PHB p116 [–] 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. Greater Portent PHB p116 [–] 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 PHB p117 [–] 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.   Enchantment Savant PHB p117 [–] Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.   Hypnotic Gaze PHB p117 [–] Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.   On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.   Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.   Instinctive Charm PHB p117 [–] 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.   Split Enchantment PHB p117 [–] 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.   Alter Memories PHB p117 [–] 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 PHB p117 [–] 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 PHB p117 [–] 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 PHB p117 [–] 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 PHB p117 [–] 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.   Empowered Evocation PHB p117 [–] Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.   Overchannel PHB p117 [–] 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 PHB p118 [–] 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.   Illusion Savant PHB p118 [–] Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.   Improved Minor Illusion PHB p118 [–] When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.   When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.   Malleable Illusions PHB p118 [–] 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.   Illusory Self PHB p118 [–] 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.   Illusory Reality PHB p118 [–] By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. 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 Material Magic TGS1 p169 [–] Some wizards abandon the limitations set by magic schools and instead focus on the binding force that holds everything together. These mages spend their efforts weaving and recreating matter from thin air to create art as well as utility. They value the craftsmanship taught by artisans around the world and consider their skills and creations to be a form of magic all its own.   Some arcanists focus on altering the living, whereas wizards of material magic focus on creating and enhancing the inanimate. These mages see beauty in the possibility presented by raw materials, and are found as readily studying ancient lore as they are in the center of a bustling forge. Many followers of this tradition take great care and pride in their component pouches, and find great kinship among bards, artists, and other craftsmen.   Arcane Artisan TGS1 p169 [–] Beginning at 2nd level, you have dedicated your studies to creation and the magic surrounding it. You gain proficiency with three artisan's tools of your choice and you learn the mending cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.   In addition, your exceptional wit and aptitude allow you to do more with less time. When you use a set of artisan's tools with which you are proficient to craft an item or piece of art, you complete a full work day in a number of hours equal to 8–your Intelligence modifier (minimum of 1).   Minor Creation TGS1 p169 [–] Also at 2nd level, you can temporarily bend some of the laws of reality in your favor. When you cast a spell of 1st level or higher, you can create a cube of material measuring up to 5 feet large on a side on the ground in an unoccupied space you can see within 10 feet of you. You choose the material it's made out of. A cube weighs a number of pounds equal to 5 times its size on a side, regardless of its material, and can support up to 10 times its weight.   You can have a total number of these cubes in existence at any time equal to your Intelligence modifier (minimum of 1). You can dismiss any number of these cubes as a bonus action. Otherwise, a cube disappears after 1 hour or if it takes any damage.   Material Enhancement TGS1 p170 [–] At 6th level, your attention to both magic and mundane detail gives you a heightened understanding and control over them. As an action, you can touch an object, weapon, or piece of armor. Until the end of your next short or long rest, the item becomes magical if it isn't already, and gains your choice of up to two of the following benefits:   It emits bright light in a 10-foot radius and dim light for an additional 10 feet. Its weight is halved. When you throw it, immediately after it hits a creature or a solid object, it flies back to your hand. You change any of its colors, smells, and textures. (Weapon only) The wielder of it gains a +1 bonus to attack and damage rolls made with this weapon. If the weapon already granted a bonus to attack and damage rolls, this property has no effect. (Armor only) The wearer gains a +1 bonus to AC. If the armor already granted a bonus to AC, this property has no effect. (Armor only) If the armor would normally impose disadvantage on Dexterity (Stealth) checks, it does not. You have 2 uses of this feature, and you expend 1 of its uses for each benefit you give an object. You regain all expended uses of this feature when you finish a short or long rest.   Dematerialize TGS1 p170 [–] Starting at 10th level, your spells deal double damage to objects and structures, and when you deal damage to a construct with an attack or a spell, it takes an extra 1d8 force damage.   Rematerialize TGS1 p170 [–] At 14th level, when you destroy a Large or smaller nonmagical object or structure with a spell, you can recreate it as an action once within the next 8 hours. When you do, the object or structure reappears intact in an unoccupied space you choose within 60 feet of you. If the object or structure is recreated in the air, it immediately falls. Any creature below the item must make a Dexterity saving throw against your wizard spell save DC. If the object is Small or smaller, a creature that fails the saving throw takes 1d8 bludgeoning damage from the impact for every 10 feet that it fell. If the object is Medium or Large, the bludgeoning damage increases to 1d10 or 1d12 for every 10 feet it fell, respectively. On a successful save, a creature takes half as much bludgeoning damage. If an object is the same size or larger than a creature it falls on, that creature is pushed to the nearest unoccupied space.   Once you use this feature, you can't use it again until you finish a long rest.   School of Necromancy PHB p118 [–] 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.   Necromancy Savant PHB p118 [–] Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.   Grim Harvest PHB p118 [–] At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.   Undead Thralls PHB p118 [–] 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. Inured to Undeath PHB p118 [–] 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.   Command Undead PHB p118 [–] 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 PHB p119 [–] 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.   Transmutation Savant PHB p119 [–] Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.   Minor Alchemy PHB p119 [–] Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.   Transmuter's Stone PHB p119 [–] 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.   Shapechanger PHB p119 [–] 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 beast whose challenge rating is 1 or lower.   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.   Master Transmuter PHB p119 [–] 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 XGE p59 [–] 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?"   Arcane Deflection XGE p59 [–] At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.   When you use this feature, you can't cast spells other than cantrips until the end of your next turn.   Tactical Wit XGE p59 [–] Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.   Power Surge XGE p59 [–] 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.   Durable Magic XGE p59 [–] 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.   Deflecting Shroud XGE p59 [–] 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.