The wizard is the apex of the arcane, having spend years of dedicated studies to understand the mystery of magic. Wizards come from schools found all over Allurian, studying various modules to understand and learn the various aspects of magic. Drawing on subtle magic that penetrates the world, Wizards unleash their years of studies in a incredible variety of spells
WZ2 + intelligence
Baseline Weapon Proficiency:
Simple, Unarmed.
Baseline Armor Proficiency:
Unarmored.
| Proficiency | Trained | Expert | Master | Legendary |
|---|---|---|---|---|
| Armor | — | L13 | — | — |
| Dodge | L1 | — | L20 | — |
| Fortitude Save | L1 | L8 | — | — |
| Initiative | L1 | L8 | L16 | — |
| Perception | L1 | L9 | — | — |
| Reflex Save | L1 | L5 | — | — |
| Spell/DC | L1 | L7 | L15 | L19 |
| Weapon | — | L12 | — | — |
| Will Save | — | L1 | L14 | — |
Hit Die: d6
The spellbook is the essence of a wizard. Every arcane spell has a written version and wizards merticulpus study and compile these spells in their soellbook. Every spellbook is unique to the wizard who often go to great lengths to customise and personalise their spellbooks.
When you gain a level in wizard you gain a spellbook worth 5 gold or less. Wizards often give names to their spellbooks and you may give a name to your own spellbook.
Spellbooks also come in a variety of shapes and material. It may be an finely furnished tome, a thick musky leather bound tome, or even a assortment of metal disk bound together. You choose how you want your spellbook to look like.
Your spellbook lists down all your known spells that you have chosen when levelling up or accquiring through other means. You select your prepared spells from your spellbook. Refer to the wizard spell table for the amount of spells you know or prepare.
You can add new spell to your spellbook, doing so means adding another spell that you know. Adding a new spell to your spellbook requires 6 hours per spell level of downtime. It also requires a scroll of that spell and the spell must be of the Arcane Origin.
Without the spellbook, you are unable to learn or change spells that you have prepared. Any spells that you have taken down in your spellbook as part of adding spells are lost permanantly.
You can transfer your spells to a new spellbook, doing so requires 2 hours * your wizard level.
Every wizard must have an arcane focus, this item can be a book, wand or staff. To hold
and use it require one free hand. Without this item, you are unable to cast spells without the F component.
As a wizard, you are considered to be the master of arcane magic. You select your spell list from the Arcane Origin.
You start out by learning 5 1st Level spells to learn and 5 Arcane Cantrips. Each time you level up, you can learn two more spells.
You can prepare as many spells as your wizard level + your intelligence modifier.
5 + round down (wizard_level/4)level*2level + intelligence| Class Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
|---|---|---|---|---|---|---|---|---|---|---|
| L1 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L2 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L5 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L6 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L7 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
| L8 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| L9 | 4 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 |
| L10 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| L11 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 |
| L12 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 |
| L13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 | 0 |
| L14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 | 0 |
| L15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 | 0 |
| L16 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 0 | 0 |
| L17 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | 0 |
| L18 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| L19 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 1 |
| L20 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 1 |
Select a wizard school module to use.
You may select a wizard class feat.
Select a wizard school module
The wizard is the master of magic and thus are easily capable of dismantling spells as they are of casting. They gain the counterspell ability.
You may select a wizard class feat.
Select a wizard school module. You can now select those of mastery 1 if you meet requirements
You may select a wizard class feat.
Select a wizard school module
You may choose a school module showing further studies in the arcane, or a class feat showing your progression in experience and skill in more niche or generalist areas
You may select a wizard class feat.
Select a wizard school module
The most experiencee wizards often will have spent years in dedicated studies. Often understanding a wide variety of fields or becoming masters in one.
Select one of the option.
Some wizards become highly dedicated to certain schools. Become highly regarded professors with years of experience in their field who have become experts at the nuances of magic of that school.
Select a school of magic, you can select more than 1 mastery 3 module.
Some wizards choose to study the breath of the fields of magic. Being able to understand the fundementals or all the fields.
Select a wizard school module
You may select a wizard class feat.
Select a wizard school module
You may select a wizard class feat.
Select a wizard school module
You may select a wizard class feat.
The school of the mind encompesses to study of spells that seek to impact the mind. Some regard them as enchanters, telepatics or Psychomancers. People who study at this school are masters at manipulatong the mind
No features assigned to School of the Mind.
Masters of magical defense, you weave impenetrable wards and counter enemy spells. Your arcane runes stand as unyielding bulwarks, shielding allies from harm and turning hostile magic back upon its caster.
Whenever you make a concentration check on an <abjuration> spell, you gain +2 to the roll.
Whenever you cast an abjuration spell above 1st level, you gain +your spell level/2(round up) on your next will saving throws.
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 shield on yourself that lasts until you finish a long rest. The ward has hit points equal to your wizard level + your Intelligence modifier. Whenever you take damage, the shield takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the shield 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 shield regains a number of hit points equal to twice the level of the spell.
Once you create the shield, you can't create it again until you finish a long rest.
If you had selected Abjuration inherent shield, When a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your shield to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
You gain a +1 on counterspell rolls.
On a short rest, if you have Inherent Abjuration Shield, you regain your wizard level of the shield hitpoints.
Everytime you gain Ward from your spells, increase the value by 1.
You gain advantage on saving throws against spells and gain resistance against damage from spells.
Time itself bends to your will. You glimpse futures, rewind moments, and hasten or halt the flow of events, granting foresight or trapping enemies in temporal stasis with uncanny precision.
When you cast a spell that has a duration of minute or more that does not require sustain or concentration, you can double the casting time to increase the duration by 1 minute.
Add your intelligence modifier to initiative
When you cast a spell using a spell slot of 3rd 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 defence of 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. However, if it is a concentration spell, the concentrating creature must have an intelligence of 10 and above and cannot be summoned creature and must be within 60ft of the spell they are concentrating on. The same applies for a sustain spell and they must be able to sustain the spell meaning they must have the spell prepared.
Once you create a bead with this feature, you can't do so again until you finish a short or long rest.
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 equal to your mastery level to a minimum of 1, and you regain any expended uses when you finish a long rest.
You can re-roll initiative once a day.
Once per short rest, hit by a ranged weapon attack or a spell with the magic missile tag, you can choose to delay taking the damage until the end of the round.
Effect: As a reaction or one action, you can impose a temporal anchor on a creature within 30 feet. For 1 minute, the creature cannot teleport or benefit from any effect that would alter its position through time or space unless its a teleport spell more than or equal to your intelligence modifier You can use this once per short rest.
You can spend 2 actions to give yourself +5 to perception checks every hour.
For your Arcane Abeyance module.
Increase the duration of the bead to 6 hours and increase the spell available to 5th level or lower
Once per short rest, when you take damage, you can rewind time on yourself. As a reaction, you regain hit points equal to half the damage taken.
You can reverse the flow of time in an area. As an action, you can restore a 10-foot cube of terrain or objects to their state 24 hours prior. This effect lasts for 10 minutes. Once used, this ability recharges after a long rest.
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.
As 2 action, you can bring forward your turn from the next turn to the current turn., this ability recharges after a long rest.
Summoner and battlefield architect, you call creatures and objects into being. Your magic reshapes the very arena of war—erecting walls, hurling weapons, or unleashing loyal allies from thin air.
You can learn any two Arcane spells that are classified as conjuration.
Everytime you cast a teleport spell, you can increase the distance by 5ft.
You can at will use 2 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, or if it takes or deals any damage.
You can hold a conjuration arcane spell to be casted later. The conjuration spell must require 2 actions to cast. You first cast it for 3 actions and can hold it for up to 10 minutes. If you do not cast it by then, you lose the spell. When you cast the spell you can cast it for 1 action.
You increase the range of your conjuration spells that have between 35 to 80ft of range to 80ft of range.
When you gain this feature, select 2 arcane conjuration spells of a level you have spell slots for. You always have these spells prepared.
You gain a +10 bonus to concentration check on conjuration spells
Seers of the arcane, you pierce the veil of fate. Through augury and uncanny insight, you foresee outcomes, glean hidden truths, and guide your companions with prophetic certainty.
After a long rest, roll 3 D20, assign each to a saving throw. If you roll equal to the dice value for the saving throw, you critically succeed that saving throw.
When you finish a long rest, roll <your divination mastery level +1> (to a max of 3) d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature as a action(your turn) or reaction(ally) that you can see with one of these Portent 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.
You can can learn 2 extra arcane divination spells when you reach this tier.
When you have been detected by a non-critical success in perception or someone non-critical succeeds a stealth check against your passive perception, the dm tells you a tingling sensation from this trait is triggered.
You gain 60ft of darkvision, in addition, you can spend an action and one portent dice to gain 60ft of true sight for the next minute.
You can use multiple portent dice per turn, in addition, you can expend a reaction to re-roll a portent dice once per long rest.
Your mastery over nature’s raw energies lets you unleash cataclysmic storms or forge protective elemental shields.
No features assigned to Elemental Magic.
Your spells crackle with raw destructive power. Whether blasting foes with torrents of flame, bolts of lightning, or explosive force, your precise control makes your magic both deadly and efficient.
When you cast an evocation spell that does damage, you can reroll 1s on the damage dice, and must use the new roll.
When making a spell attack with an evocation spell, your spell attack gains +1 armor piercing.
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.
When you cast an evocation spell, you do extra damage equal to the spell level.
When you cast an evocation spell that deals damage to multiple creatures, you can add your Intelligence modifier to the damage of the first creature hit or the creature closest to the center of impact. If it is equal, you choose.
When you cast an evocation spell that forces creatures in its area to make a saving throw, you can choose a number of creatures equal to your Intelligence modifier (minimum 1). The chosen creatures gain a +10 to their saving throws.
If you have selected the sculpted spells module, those you select now automatically critically succeed on saving throws.
You have begun to learn how to chain destructive spells together in battle. When you cast a Wizard evocation spell of 4th level or below, you may cast an evocation arcane cantrip as an action in that turn
When you roll the damage result for an evocation spell, you can choose not to roll for damage and take the maximum. After you do so, you take <spell level>D10 true damage.
Once per long rest, when you deal damage with an evocation spell, you can ignore resistance to that damage type. You can also treat immunity to that damage type as resistance.
Artisans of deception, you craft reality-bending phantasms. From silent mirages to thunderous phantasmal armies, your illusions confound the senses, leaving enemies lost in a dream you alone command.
Gain advantage on all types of Deception checks when interacting with a creature that sees, hears or feels one of your illusions but has not discerned it.
You can cast the spell Ghost Sound and Silent Image together as a single cantrip.
Whenever you cast an illusion spell, you are considered to be lighly concealed for the next minute. If you already are, or concealed, increase your concealment level by one.
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.
When you are lightly or heavily obscured, you can use your reaction to impose disadvantage on attack rolls against you.
When you cast an spell from the school of illusion, you gain a +2 to defence until the start of your next turn, increasing to +4 if your casted a spell 4th level and above
You can select 2 m spells from the school of illusion to know. You always have them prepared.
You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, non magical object that is part of the illusion and make that object real. You can do this on your turn as a 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
You stand at the threshold of life and death. Channeling dark energies, you raise the fallen, siphon vitality, and command legions of undead as you reshape mortality itself.
You learn to siphon life from those that you fell in battle. Whenever you or an undead under your control reduces a hostile creature that you can see to 0 hit points, you can use your reaction or action to catch the dying breath of that creature and use it to fortify your spirit. You gain temporary hit points equal to three times of the creature's Constitution modifier.
Whenever you cast a necromancy spell, your summoned undead within 100 feet regain hit points equal to your intelligence modifier.
Whenever you cast a necromancy spell, your summoned undead within 100 feet regain hit points equal to your intelligence modifier.
As an action, you may touch a willing creature in order to either drain their vitality, or give them yours. You may take an amount of hit points of up to two times your wizard level and either remove it from your target's pool and add it to your own, or vice versa. Hit points transferred this way can not cause either pool to go beyond their maximum amount of hit points.
You can use this feature a number of times equal to your intelligence modifier (minimum of one charge). When you finish a long rest, you regain all expended use
Whenever you cast a spell with the range of touch, your Undead Minion can deliver the spell as if it had cast it. Your Undead Minion must be within 100 feet of you and within 5 feet of your target, and it must use its reaction and to deliver the spell when you cast it.
If your Undead Minion is not within 5 feet of your target, it may use its movement to get in range as part of the same reaction, though it may provoke attacks of opportunity while doing so. If the spell requires an attack roll, the Undead Minion uses one of its melee attack actions for the roll.
Whenever you create an undead using a necromancy spell, it has additional benefits:
Your studies have taught you about some simple rituals to brace your own life force. Whenever you roll a hit die, you may choose to forgo the roll entirely and instead proceed as if you had rolled the maximum amount.
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. You have resistance to necrotic damage, and your hit point maximum can't be reduced.
necroticAny creature you deal necrotic damage cannot regain hitpoints until the start of your next turn.
Your summoned creatures that are undead that are summoned with necromancy spell gain a +2 bonus to hit and MAP is reduced by 1.
You have so much experience manipulating the essence of life that you are able to regain some of your childhood vigor. You become advantage in constitution saving throws, and whenever you use your vitality shift feature, whichever target gains hit points also gains the same amount as temporary hit points
You become so adept at raising undead that you gain a certain amount of control over how they appear. When raising an Undead Minion or summon spells that summon undead, you are able to dictate the looks of the creatures you create as if they were casting a Disguise Self spell on themselves. When a creature is disguised in this way, the changes made are permanent rather than being bound to a one hour duration.
Your sentient spellbook is your partner in arcane study. Together you adapt and innovate spells on the fly, exploiting every page’s hidden secrets to outthink any challenge.
No features assigned to Order of Scribes.
You are the ultimate combat spellcaster. Blending offense and defense, your magic deflects incoming attacks even as it strikes back, forging a relentless dance of shield and strike.
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 +4 bonus to your armor 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.
Your attack roll based spells gain the Lethal D8 trait.
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.
You know that in battle spells are insufficient and thus have improved your cantrip
Cantrips do additional damage equal to your intelligence modifier.
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, and whenever you finish a short rest with 0 surges, you gain one power surge.
Whenever you successfully end a spell with dispel magic or counter spell, or successfully save against a spell or magical effect after using your reaction as per Durable Magic, you gain one power surge, as you steal the magic from the spell or effect you foiled.
Once per turn when you deal damage to a creature or object with a wizard spell, you can expand up to as many power surges as you have remaining to roll one additional damage die for each power surge expended.
You select a spell after each long rest that you believe is the best in upcoming battles. The selected spell must do damage. Whenever you cast this spell, it does additional damage equal to your intelligence modifier.
You can use an action to cast a spell not above 3rd level and requires not more than 2 action that triggers a reaction when a creature enters your melee range. That is the only reaction you can use until the start of your next turn. If you do not cast it as a reaction within the next turn, you can cast it as 2 actions on your next turn else the spell slot is hsed.
The magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +3 bonus to defence and all saving throws.
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 within 60 feet of you each take force damage equal to half your wizard level.
| Level | Features | Skill Feats at this Level | Skill Points from this Class |
|---|---|---|---|
| L1 | WZ1-SB–Spellbook, WZ1-AF–Arcane Focus, WZ1-ST–Wizard Spellcasting | — | 1 |
| L2 | WZ2-SM–Wizard School Module | 1 | 1 |
| L3 | WZ3-CF–Wizard Class Feat | — | 1 |
| L4 | WZ4-SM–Wizard School Module | — | 1 |
| L5 | WZ5-CS–Wizard Counterspell | 1 | 1 |
| L6 | WZ-6CPC–Wizard Progression Choice | — | 1 |
| L7 | WZ7-CF–Wizard Class Feat | 1 | 1 |
| L8 | WZ8-SM–Wizard School Module | — | 2 |
| L9 | — | — | 2 |
| L10 | — | — | 2 |
| L11 | WZ11-CF–Wizard Progression Choice | — | 2 |
| L12 | WZ-12SM–Scholar Mage | 1 | 2 |
| L13 | WZ13-SM–Wizard School Module | — | 2 |
| L14 | WZ14-CF–Wizard Class Feat | — | 3 |
| L15 | — | 1 | 3 |
| L16 | WZ16-SM–Wizard School Module | — | 3 |
| L17 | WZ17-CF–Wizard Class Feat | — | 3 |
| L18 | WZ18-SM–Wizard School Module | 1 | 3 |
| L19 | — | 1 | 4 |
| L20 | WZ20-CF–Wizard Class Feat | 1 | 4 |