Wizard

Most wizards begin as apprentices to simple hedge witches or other minor local wonderworkers, but reveal a surpassing potential and talent that quickly leads them to outstrip their teachers. In a polis, young wizards may receive somewhat more formal education when identified by the governors of the city, indoctrinated with the ideals of the school or schools of thought most in line with the needs and activities of the polis, with the price of this training typically being a period of service with the polis and its guard, army or mercantile operations if the wizard does not come from a wealthy family able to pay to waive such duties.   In a particularly large and powerful polis like Xyria or Marmora, there may actually be several of these schools of thought active within the polis, each rival to the others and seeking to establish itself as primary and favored by the city leaders. Krypteia in particular features all eight schools, each with a forum on one of the eight major islands of the polis, because of the open mindedness toward magic and philosophy displaced in this raucous polis.  

Errata

  TCoE lists the following changes to the Wizard.   Additional Wizard Spells are allowed. Note that you do not automatically know these; they are simply added to the Wizard spell list.   Cantrip Formulas is granted in spirit, but the feature is rewritten.  

Cantrip Formulas

Unlike other casters, a wizard prepares cantrips from their spellbook the same way they prepare other spells. The number of cantrips listed on the Wizard advancement table is the number of cantrips you can prepare at one time. At 1st level, you know (have recorded in your spellbook) any three cantrips from the wizard spell list, plus one cantrip from each of the two schools of magic encompassed by your school of philosophy (see below), for a total of five cantrips known; however, you can only prepare three of them at 1st level, four at 4th level, and five at 10th level, as listed on the wizard table. You learn another cantrip from the wizard spell list at 4th, 8th, 12th, 16th, and 19th level. If you acquire a scroll bearing a cantrip, you can add it to your spellbook the same way as you would add any other spell, at half the cost of a 1st level spell.  

Wizard Changes and Subclasses

  Spell Mastery is moved from 18th level to 17th level. Arcane Tradition instead procs one more time at 18th level; see below.   The "Schools" (Subclasses) of the Wizard class are replaced and reflavored as competing philosophical schools, in keeping with the setting. They also get some extra mechanical flair, and have an impact even from first level. Note that these schools are based on how they were understood in ancient times, and not the modern connotations that some of them have picked up over time. As a result, the Abjurer, Conjurer, Diviner, Enchanter, Evoker, Illusionist, Necromancer, and Transmuter subclasses from the PHB are banned, because the subclasses below replace and absorb them.    
Since these revised schools are drawing on the existing PHB Wizard specialties for their abilities, the PHB's Evocation specialty still needs to be tweaked, especially as all casters add their ability modifier to spell damage under these rules.   Potent Cantrip: This effect also applies to cantrips with attack rolls, not just saving throws, on a miss by only 5 or less.   Empowered Evocation: This ability is rewritten. When you cast an evocation spell, you can cast it as if it is heightened to a spell slot two levels higher than the slot you used to cast it. Once you use this ability, you can't use it again until after you take a short or long rest.
   

School: Cynicism (Abjuration, Transmutation)

Cynics believe one should live in harmony with nature, and adopt an ascetic lifestyle. To be a cynic is to reject material desires such as wealth and power for their own sake, and adapt with the changing world.   Skills: Add the Nature and Survival skills to your wizard class skills. You get one of Arcana, Insight, Nature, or Survival as a bonus skill proficiency.   Spells Known: At 1st level and every level where you gain access to a new tier of spells (3rd, 5th, etc), you learn one bonus Abjuration or Transmutation spell. Additionally, you can also learn Abjuration and Transmutation spells from any class's spell list as wizard spells.   Arcane Tradition: At each level at which you gain an Arcane Tradition feature (2nd, 6th, 10th, 14th, and 18th), choose whether to gain the Abjuration or Transmutation school feature available at that level, or a feature you forewent at an earlier Arcane Tradition level.  

School: Eclecticism (Evocation, Illusion)

Eclectics believe that no single philosophy or worldview can encompass all of the truth of the world. To be an eclectic is to adopt pieces of other philosophies as they seem most useful and applicable in the moment.   Skills: Add the Performance and Persuasion skills to your wizard class skills. You get one of Arcana, History, Performance, or Persuasion as a bonus skill proficiency.   Spells Known: At 1st level and every level where you gain access to a new tier of spells (3rd, 5th, etc), you learn one bonus Evocation or Illusion spell. Additionally, you can also learn Evocation and Illusion spells from any class's spell list as wizard spells.   Arcane Tradition: At each level at which you gain an Arcane Tradition feature (2nd, 6th, 10th, 14th, and 18th), choose whether to gain the Evocation or Illusion school feature available at that level, or a feature you forewent at an earlier Arcane Tradition level.  

School: Empiricism (Divination, Evocation)

Empiricists believe that the world and its mysteries can be understood through observation and the rational process of logical analysis. To be an empiricist is to strive to know why things are the way they are.   Skills: Add the Nature and Perception skills to your wizard class skills. You get one of Arcana, Investigation, Nature, or Perception as a bonus skill proficiency.   Spells Known: At 1st level and every level where you gain access to a new tier of spells (3rd, 5th, etc), you learn one bonus Divination or Evocation spell. Additionally, you can also learn Divination and Evocation spells from any class's spell list as wizard spells.   Arcane Tradition: At each level at which you gain an Arcane Tradition feature (2nd, 6th, 10th, 14th, and 18th), choose whether to gain the Divination or Evocation school feature available at that level, or a feature you forewent at an earlier Arcane Tradition level.  

School: Hedonism (Conjuration, Necromancy)

Hedonists believe that attainment of and existing in a state of pleasure is all that matters in a cruel and meaningless world. To be a hedonist is to seek to achieve the immediate and perpetual gratification of desire.   Skills: Add the Intimidation and Sleight of Hand skills to your wizard class skills. You get one of Arcana, Intimidation, Medicine, or Sleight of Hand as a bonus skill proficiency.   Spells Known: At 1st level and every level where you gain access to a new tier of spells (3rd, 5th, etc), you learn one bonus Conjuration or Necromancy spell. Additionally, you can also learn Conjuration and Necromancy spells from any class's spell list as wizard spells.   Arcane Tradition: At each level at which you gain an Arcane Tradition feature (2nd, 6th, 10th, 14th, and 18th), choose whether to gain the Conjuration or Necromancy school feature available at that level, or a feature you forewent at an earlier Arcane Tradition level.  

School: Peripatenism (Conjuration, Divination)

Peripatetics believe that in knowing the order, structure and mechanisms of the universe, all other truth will follow. To be a peripatetic is to seek to understand your "place" in the universe and where that will lead you.   Skills: Add the Handling and Perception skills to your wizard class skills. You get one of Arcana, Handling, Perception, or Religion as a bonus skill proficiency.   Spells Known: At 1st level and every level where you gain access to a new tier of spells (3rd, 5th, etc), you learn one bonus Conjuration or Divination spell. Additionally, you can also learn Conjuration and Divination spells from any class's spell list as wizard spells.   Arcane Tradition: At each level at which you gain an Arcane Tradition feature (2nd, 6th, 10th, 14th, and 18th), choose whether to gain the Conjuration or Divination school feature available at that level, or a feature you forewent at an earlier Arcane Tradition level.  

School: Stoicism (Abjuration, Necromancy)

Stoics believe that humility, self-control, and faith are necessary to prevent suffering to you and those about you. To be a stoic is to develop your fortitude and overcome your own self-destructive urges.   Skills: Add the Athletics and Religion skills to your wizard class skills. You get one of Arcana, Athletics, Nature, or Religion as a bonus skill proficiency.   Spells Known: At 1st level and every level where you gain access to a new tier of spells (3rd, 5th, etc), you learn one bonus Abjuration or Necromancy spell. Additionally, you can also learn Abjuration and Necromancy spells from any class's spell list as wizard spells.   Arcane Tradition: At each level at which you gain an Arcane Tradition feature (2nd, 6th, 10th, 14th, and 18th), choose whether to gain the Abjuration or Necromancy school feature available at that level, or a feature you forewent at an earlier Arcane Tradition level.  

School: Sophism (Enchantment, Transmutation)

Sophists believe in striving to develop one's own excellence above all, especially in rhetoric and aesthetic. To be a sophist is to pursue the appearance of virtue and to be able to argue for your vision of reality.   Skills: Add the Deception and Persuasion skills to your wizard class skills. You get one of Arcana, Deception, History, or Persuasion as a bonus skill proficiency.   Spells Known: At 1st level and every level where you gain access to a new tier of spells (3rd, 5th, etc), you learn one bonus Enchantment or Transmutation spell. Additionally, you can also learn Enchantment and Transmutation spells from any class's spell list as wizard spells.   Arcane Tradition: At each level at which you gain an Arcane Tradition feature (2nd, 6th, 10th, 14th, and 18th), choose whether to gain the Enchantment or Transmutation school feature available at that level, or a feature you forewent at an earlier Arcane Tradition level.  

School: Skepticism (Enchantment, Illusion)

Skeptics believe that the truths of the world are fundamentally unknowable. To be a skeptic is to accept that what we know is always to some degree false, and complete knowledge is impossible and a foolish goal.   Skills: Add the Deception and Stealth skills to your wizard class skills. You get one of Arcana, Deception, Insight, or Stealth as a bonus skill proficiency.   Spells Known: At 1st level and every level where you gain access to a new tier of spells (3rd, 5th, etc), you learn one bonus Enchantment or Illusion spell. Additionally, you can also learn Enchantment and Illusion spells from any class's spell list as wizard spells.   Arcane Tradition: At each level at which you gain an Arcane Tradition feature (2nd, 6th, 10th, 14th, and 18th), choose whether to gain the Enchantment or Illusion school feature available at that level, or a feature you forewent at an earlier Arcane Tradition level.  
All other Wizard subclasses from published material are banned for residents of the Firesea region. The only way to have another subclass (such as from XGtE or TCoE, the default allowed sources) would be to have the Wanderer Origin and hail from beyond the borders of the main campaign region.

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