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Published by jmg021596_2008, 2019-12-26 16:19:51

classes

All Races and Classes

Keywords: dnd4playing

Improved Pact Weapon Sea Twins’ Gift

Prerequisite: 5th level, Pact of the Blade feature Prerequisite: The Archfey patron
Any weapon you create using your Pact of the Blade The Sea Twins rule seas in the Feywild. Their gift allows

feature is a +1 weapon. This invocation doesn’t affect a magic you to travel through water with ease. You can breathe
weapon you transformed into your pact weapon. underwater, and you gain a swimming speed equal to your
walking speed.
Mace of Dispater
You can also cast water breathing using a warlock spell
Prerequisite: The Fiend patron, Pact of the Blade feature slot. Once you cast it using this invocation, you can’t do so
When you create your pact weapon as a mace, it manifests again until you finish a long rest.

as an iron mace forged in Dis, the second of the Nine Hells. Seeker’s Speech
When you hit a creature with it, you can expend a spell slot to
deal an additional 2d8 force damage to the target per spell Prerequisite: The Seeker patron
level, and you can knock the target prone if it is Huge or Your quest for knowledge allows you to master any spoken
smaller.
language. When you complete a long rest, you can pick two
Moon Bow languages. You gain the ability to speak, read, and write the
chosen languages until you finish your next long rest.
Prerequisite: The Archfey patron, Pact of the Blade feature
You can create a longbow using your Pact of the Blade Shroud of Ulban

feature. When you draw back its string and fire, it creates an Prerequisite: 18th level, the Great Old One patron
arrow of white wood, which vanishes after 1 minute. You have The blue-white star Ulban maintains a fickle presence
advantage on attack rolls against lycanthropes with the bow.
When you hit a creature with it, you can expend a spell slot to among the stars, fluttering into view only to herald a dire
deal an additional 2d8 radiant damage to the target per spell omen. As an action, you can turn invisible for 1 minute. If you
level. attack, deal damage, or force a creature to make a saving
throw, you become visible at the end of the current turn.
Path of the Seeker
Superior Pact Weapon
Prerequisite: The Seeker patron
The Seeker bids you to travel in search of knowledge, and Prerequisite: 9th level, Pact of the Blade feature
Any weapon you create using your Pact of the Blade
little can prevent you from waling this path. You ignore
difficult terrain, have advantage on all checks to escape a feature is a +2 weapon. This invocation doesn’t affect a magic
grapple, manacles, or rope bindings, and advantage on saving weapon you transformed into your pact weapon.
throws against being paralyzed.
Tomb of Levistus
Raven Queen’s Blessing
Prerequisite: The Fiend patron
Prerequisite: Raven Queen patron, eldritch blast cantrip As a reaction when you take damage, you can entomb
When you score a critical hit with your eldritch blast
yourself in ice, which melts away at the end of your next turn.
cantrip, pick yourself or an ally you can see within 30 feet of You gain 10 temporary hit points per warlock level, which
you. The chosen creature can immediately expend a Hit Die take as much of the triggering damage as possible. You also
to regain hit points equal to the roll + the creature’s gain vulnerability to fire damage, your speed drops to 0, and
Constitution modifier (minimum of 1 hit point). you are incapacitated. All of these effects end when the ice
melts.
Relentless Hex
Once you use this invocation, you can’t use it again until
Prerequisite: 5th level, the Hexblade patron you finish a short or long rest.
Your Hexblade’s Curse creates a temporary bond between
Ultimate Pact Weapon
you and your target. As a bonus action, you can magically
teleport to a space you can see within 5 feet of the target Prerequisite: 15th level, Pact of the Blade feature
cursed by your Hexblade’s Curse. To do so, you must be able Any weapon you create using your Pact of the Blade
to see the target and must be within 30 feet of it.
feature is a +3 weapon. This invocation doesn’t affect a magic
weapon you transformed into your pact weapon.

SUB-CLASSES | ELDRITCH INVOCATIONS

73

W izard

Clad in the silver rob es that denote her station, an
elf closes her eyes to shut out the distractions o f the
battlefield and begins her quiet chant. Fingers weaving
in front o f her, she com pletes her spell and launches a
tiny bead o f fire tow ard the en em y ranks, w here it erupts
into a conflagration that engulfs the soldiers.

Checking and rechecking his work, a human scribes
an intricate m agic circle in chalk on the bare stone
floor, then sprinkles pow dered iron along every line and
graceful curve. W hen the circle is complete, he drones a
long incantation. A hole opens in space inside the circle,
bringing a w hiff of brim stone from the otherworldly
plane beyond.

Crouching on the floor in a dungeon intersection, a
gnom e tosses a handful of small bones inscribed with
mystic symbols, muttering a few w ords of pow er over
them. Closing his eyes to see the visions m ore clearly,
he nods slowly, then opens his eyes and points dow n the
passage to his left.

W izards are supreme m agic-users, defined and united
as a class by the spells they cast. Drawing on the subtle
weave o f m agic that perm eates the cosm os, w izards cast
spells o f explosive fire, arcing lightning, subtle deception,
and brute-force mind control. Their magic conjures
m onsters from other planes o f existence, glim pses the
future, or turns slain foes into zom bies. Their mightiest
spells change one substance into another, call m eteors
dow n from the sky, or open portals to other worlds.

Scholars of the A rcane

W ild and enigm atic, varied in form and function, the
pow er of m agic draws students w ho seek to master
its mysteries. S om e aspire to b ecom e like the gods,
shaping reality itself. Though the casting o f a typical
spell requires merely the utterance of a few strange
words, fleeting gestures, and som etim es a pinch or
clump o f exotic materials, these surface com ponents
barely hint at the expertise attained after years o f
apprenticeship and countless hours o f study.

W izards live and die by their spells. Everything else
is secondary. They learn new spells as they experim ent
and grow in experience. They can also learn them from
other wizards, from ancient tom es or inscriptions,
and from ancient creatures (such as the fey) that are
steeped in magic.

T h e W iz a r d

Proficiency Cantrips — Spells Slots per Spell Level —

Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd +2 Spellcasting, Arcane Recovery 3 2 ————— — —
3rd
4th —
5th
6th +2 Arcane Tradition 3 3 ———— — —— —
7th
8th +2 — 3 4 2———————
9th
10th +2 Ability Score Improvement 4 4 3 ———————
11th
12th +3 — 4 4 3 2——————
13th
14th +3 Arcane Tradition feature 4 4 3 3 ——————
15th
16th +3 — 4 4 3 3 1 — —— — —
17th
18th +3 Ability Score Improvement 4 4 3 3 2—————
19th
20th +4 — 4 4 3 3 3 1— — — —

+4 Arcane Tradition feature 5 4 3 3 3 2————

+4 — 5 4 3 3 3 2 1———

+4 Ability Score Improvement 5 4 3 3 3 2 1 —— —

+5 — 5 4 3 3 3 2 11 — —

+5 Arcane Tradition feature 5 4 3 3 3 2 11 ——

+5 — 5 4 3 3 3 2 11 1 —

+5 Ability Score Improvement 5 4 3 3 3 2 11 1 —

+6 — 5 4 3 3 3 2 11 1 1

+6 Spell Mastery 5 4 3 3 3 3 11 1 1

+6 Ability Score Improvement 5 4 3 3 3 3 21 1 1

+6 Signature Spell 5 4 3 3 3 3 2 21 1

T he L ure of K now ledge Q u ic k Build
You can make a wizard quickly by following these
W izards’ lives are seldom mundane. The closest a suggestions. First, Intelligence should be your highest
w izard is likely to com e to an ordinary life is working ability score, follow ed by Constitution or Dexterity.
as a sage or lecturer in a library or university, teaching If you plan to join the S ch ool o f Enchantment, make
others the secrets of the multiverse. Other w izards sell Charisma your next-best score. Second, choose the sage
their services as diviners, serve in military forces, or background. Third, c h o o s e the mage hand, light, and
pursue lives of crim e or domination. ray o f frost cantrips, along with the follow in g 1st-level
spells for your spellbook: burning hands, charm person,
But the lure o f knowledge and pow er calls even the feather fall, mage armor, magic missile, and sleep.
m ost unadventurous w izards out o f the safety o f their
libraries and laboratories and into crum bling ruins and C lass Features
lost cities. M ost w izards believe that their counterparts
in ancient civilizations knew secrets o f m agic that have A s a wizard, you gain the follow ing class features.
been lost to the ages, and discovering those secrets
could unlock the path to a pow er greater than any m agic H it Po in ts
available in the present age. Hit Dice: 1d6 per w izard level
Hit Points at 1st Level: 6 + your Constitution m odifier
C r e a t in g a W iza r d __________ Hit Points at Higher Levels: 1d6 (or 4) + your

Creating a w izard character demands a backstory Constitution m odifier per w izard level after 1st
dom inated by at least on e extraordinary event. H ow
did your character first com e into contact with m agic? P roficiencies
H ow did you d iscover you had an aptitude for it? D o Armor: None
you have a natural talent, or did you simply study Weapons: Daggers, darts, slings, quarterstaffs,
hard and practice incessantly? Did you encounter a
m agical creature or an ancient tome that taught you the light crossbow s
basics of magic? Tools: None

W hat drew you forth from your life o f study? Did your Saving Throws: Intelligence, W isdom
first taste o f m agical know ledge leave you hungry for Skills: C h oose tw o from Arcana, History, Insight,
more? Have you received w ord of a secret repository
of knowledge not yet plundered by any other wizard? Investigation, M edicine, and Religion
Perhaps y ou ’re sim ply eager to put your new found
m agical skills to the test in the face o f danger.

E q u ip m e n t Sp e l l b o o k
At 1st level, you have a sp ellbook containing six 1st-level
You start with the follow ing equipment, in addition to wizard spells of your choice.
the equipment granted by your background:
P r e p a r in g a n d C a st in g Spells
• (a) a quarterstaff or (b) a dagger The W izard table show s how many spell slots you have
• (a) a com pon en t pou ch or (b) an arcane focu s to cast your spells o f 1st level and higher. To cast one of
• (a) a sch ola r’s pack o r (b) an explorer’s pack these spells, you m ust expend a slot o f the sp ell’s level
• A spellbook or higher. You regain all expended spell slots w hen you
finish a long rest.
Spellcastin g
You prepare the list o f w izard spells that are available
As a student o f arcane magic, you have a spellbook for you to cast. To do so. choose a number of wizard
containing spells that show the first glim m erings of spells from your spellbook equal to your Intelligence
your true power. S e e chapter 10 for the general rules of modifier + your w izard level (minimum o f one spell). The
sp ellcastin g and chapter 11 for the w izard spell list. spells must be o f a level for w hich you have spell slots.

C a n t r ip s For example, if you're a 3rd-level wizard, you have
four 1st-level and tw o 2nd-level spell slots. W ith an
At 1st level, you know three cantrips o f your choice Intelligence o f 16, your list o f prepared sp ells can
from the w izard spell list. You learn additional w izard include six spells o f 1st or 2nd level, in any com bination,
cantrips o f your ch oice at higher levels, as sh ow n in the chosen from your spellbook. If you prepare the 1st-level
Cantrips K now n colum n of the W izard table. spell magic missile, you can cast it using a 1st-level or a
2nd-level slot. Casting the spell d oesn ’t rem ove it from
Your S pellbo ok your list o f prepared spells.
The spells that you add to your spellbook as you gain levels
reflect the arcane research you conduct on your own, as well You can change your list of prepared spells w hen
as intellectual breakthroughs you have had about the nature you finish a long rest. Preparing a new list o f w izard
o f the multiverse. You might find other spells during your spells requires time spent studying your spellbook and
adventures. You could discover a spell recorded on a scroll in m em orizing the incantations and gestures you must
an evil wizard's chest, for example, or in a dusty tome in an m ake to cast the spell: at least 1 m inute per spell level
ancient library. for each spell on your list.

Copying a Spell into the Book. When you find a wizard spell Sp e l l c a st in g A b il it y
o f 1st level or higher, you can add it to your spellbook if it is Intelligence is your spellcasting ability for your w izard
of a level for which you have spell slots and if you can spare spells, since you learn your spells through dedicated
the time to decipher and copy it. study and m em orization. You use your Intelligence
w hen ever a spell refers to your sp ellcastin g ability.
Copying a spell into your spellbook involves reproducing In addition, you use your Intelligence m odifier when
the basic form o f the spell, then deciphering the unique setting the saving throw DC for a wizard spell you cast
system o f notation used by the wizard who wrote it. You and when m aking an attack roll with one.
must practice the spell until you understand the sounds
or gestures required, then transcribe it into your spellbook Spell save D C = 8 + your proficiency bonus +
using your own notation. your Intelligence modifier

For each level o f the spell, the process takes 2 hours and Spell attack modifier = your proficiency bonus +
costs 50 gp. The cost represents material components you your intelligence modifier
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 R it u a l C a st in g
this time and money, you can prepare the spell just like your You can cast a w izard spell as a ritual if that spell has
other spells. the ritual tag and you have the spell in your spellbook.
You don't need to have the spell prepared.
Replacing the Book. You can copy a spell from your own
spellbook into another book— for example, if you want Sp e l l c a st in g Focu s
to make a backup copy o f your spellbook. This is just like You can use an arcane focus (found in chapter 5) as a
copying a new spell into your spellbook, but faster and easier, spellcasting focus for your w izard spells.
since you understand your own notation and already know
how to cast the spell. You need spend only 1 hour and 10 gp L e a r n i n g S p e l l s o f 1s t L e v e l a n d H i g h e r
for each level o f the copied spell. Each time you gain a w izard level, you can add two
wizard spells of your choice to your spellbook. Each
If you lose your spellbook, you can use the same procedure o f these spells must be of a level for w hich you have
to transcribe the spells that you have prepared into a new spell slots, as shown on the W izard table. On your
spellbook. Filling out the remainder o f your spellbook adventures, you might find other spells that you can add
requires you to find new spells to do so, as normal. For this to your spellbook (see the “Your Spellbook” sidebar).
reason, many wizards keep backup spellbooks in a safe place.

The Book’s Appearance. Your spellbook is a unique
compilation o f 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 o f notes scrounged together after you lost
your previous spellbook in a mishap.

A rcane R ecovery the ages have cataloged thousands o f spells, grouping
them into eight categories called sch ools, as described
You have learned to regain som e of your magical energy in chapter 10. In som e places, these traditions are
by studying your spellbook. O nce per day when you literally sch ools; a w izard m ight study at the S c h o o l o f
finish a short rest, you can ch oose expended spell slots Illusion w hile another studies a cross tow n at the S ch o o l
to recover. The spell slots can have a com bined level that o f Enchantm ent. In other institutions, the sch ools are
is equal to or less than half your w izard level (rounded m ore like academ ic departments, with rival faculties
up), and none o f the slots can be 6th level or higher. com peting for students and funding. Even w izards who
train apprentices in the solitude o f their own towers use
For example, if you’re a 4th-level wizard, you can recover the division of m agic into sch ools as a learning device,
up to two levels worth o f spell slots. You can recover either since the spells of each school require m astery of
a 2nd-level spell slot or tw o 1st-level spell slots. different techniques.

A rcan e T rad itio n S c h o o l of A bju ratio n

W hen you reach 2nd level, you ch oose an arcane The S ch ool o f Abjuration em phasizes m agic that blocks,
tradition, shaping your practice o f m agic through one banishes, or protects. Detractors o f this sch ool say
o f eight schools: Abjuration, Conjuration, Divination, that its tradition is about denial, negation rather than
Enchantment, Evocation, Illusion, Necrom ancy, positive assertion. You understand, however, that ending
or Transmutation, all detailed at the end o f the harmful effects, protecting the w eak, and banishing evil
class description. influences is anything but a p h ilosoph ica l void. It is a
proud and respected vocation.
Your ch oice grants you features at 2nd level and again
at 6th, 10th, and 14th level. Called abjurers, m em bers o f this school are sought
w hen baleful spirits require exorcism , w hen important
A b il it y S co re Im pr o v e m e n t locations must be guarded against magical spying, and
when portals to other planes o f existence must be closed.
W h e n you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score o f your A b ju r a t io n Sa v a n t
choice by 2, or you can increase tw o ability scores of B egin ning w hen you select this sch ool at 2nd level, the
your ch oice by 1. A s norm al, you ca n ’t in crease an ability gold and time you must spend to copy an abjuration
score above 20 using this feature. spell into your spellbook is halved.

Spell M a ste ry A rcane Ward
Starting at 2nd level, you can weave m agic around
At 18th level, you have achieved such m astery over yourself for protection. W hen you cast an abjuration
certain sp ells that you can cast them at w ill. C h oose a spell o f 1st level or higher, you can sim ultaneously use a
1st-level w izard spell and a 2nd-level w izard spell that strand o f the spell’s m agic to create a m agical w ard on
are in your sp ellbook . You can cast th ose spells at their yourself that lasts until you finish a long rest. The w ard
lowest level without expending a spell slot w hen you has hit points equal to tw ice your w izard level + your
have them prepared. If you w ant to cast either spell at a Intelligence modifier. W henever you take damage, the
higher level, you must expend a spell slot as norm al. w ard takes the damage instead. If this damage reduces
the w ard to 0 hit points, you take any rem aining dam age.
By spending 8 hours in study, you can exchange one
or both o f the spells you chose for different spells of W h ile the w ard has 0 hit points, it ca n ’t absorb
the sam e levels. dam age, but its m agic rem ains. W h enever you cast an
abjuration spell o f 1st level or higher, the w ard regains a
Sig n atu r e Spells num ber o f hit points equal to tw ice the level o f the spell.

W hen you reach 20th level, you gain m astery over two O n ce you create the w ard, you can't create it again
pow erful spells and can cast them with little effort. until you finish a long rest.
C h oose tw o 3rd-level w izard spells in your spellbook
as your signature spells. You always have these spells P rojected W ard
prepared, they don’t count against the num ber o f spells Starting at 6th level, w h en a creature that you can see
you have prepared, and you can cast each o f them on ce at within 30 feet of you takes damage, you can use your
3rd level without expending a spell slot. W hen you do so, reaction to cause your A rcane W ard to absorb that
you can’t do so again until you finish a short or long rest. dam age. If this dam age red u ces the w ard to 0 hit points,
the warded creature takes any remaining damage.
If you w ant to cast either spell at a higher level, you
must expend a spell slot as normal. Im p r o v e d A b ju r a t io n
B egin ning at 10th level, w hen you cast an abjuration
A rcane T raditions spell that requires you to m ake an ability check as
a part o f casting that spell (as in counterspell and
The study o f w izardry is ancient, stretching back to dispel magic), you add your proficiency bon u s to that
the earliest m ortal discov eries o f m agic. It is firmly ability check.
established in the w orlds o f D&D, with various
traditions dedicated to its com plex study.

The m ost com m on arcane traditions in the multiverse
revolve around the schools of m agic. W izards through

Spell R e sista n c e object that you have seen. The object is visibly magical,
Starting at 14th level, you have advantage on saving radiating dim light out to 5 feet.
throws against spells.
The object disappears after 1 hour, when you use this
Furthermore, you have resistance against the feature again, or if it takes any dam age.
damage of spells.
B e n ig n T r a n s p o s it io n
Sch o o l of C o n ju ratio n Starting at 6th level, you can u se your action to teleport
up to 30 feet to an unoccupied space that you can see.
A s a conjurer, you favor spells that produce objects Alternatively, you can ch oose a space within range
and creatures out o f thin air. You can conjure billow ing that is occu p ied by a Sm all or M edium creature. If that
clouds of killing fog or sum m on creatures from creature is willing, you both teleport, sw apping places.
elsewhere to fight on your behalf. As your mastery
grows, you learn spells of transportation and can O nce you u se this feature, you c a n ’t u se it again until
teleport yourself across vast distances, even to other you finish a long rest or you cast a conjuration spell of
planes o f existence, in an instant. 1st level or higher.

C o n ju r a t io n Sa va n t Fo cu sed C o n ju r a t io n
B egin ning w hen you select this sc h o o l at 2nd level, the B egin ning at 10th level, w hile you are concentrating on
gold and time you must spend to copy a conjuration spell a conjuration spell, your concentration can’t be broken
into your spellbook is halved. as a result of taking damage.

M in o r C o n ju r a t io n D u ra b le Su m m o n s
Starting at 2nd level w hen you select this sch ool, you Starting at 14th level, any creature that you
can use your action to conjure up an inanimate object sum m on or create with a conjuration spell has 30
in your hand or on the ground in an unoccupied space tem porary hit points.
that you can see w ithin 10 feet o f you. This object can be
no larger than 3 feet on a side and weigh no m ore than Sch o o l of D iv in atio n
10 pou nds, and its form m ust be that o f a nonm agical
The counsel o f a diviner is sought by royalty and
com m oners alike, for all seek a clearer understanding
o f the past, present, and future. A s a diviner, you strive
to part the veils o f space, time, and consciousness so
that you can see clearly. You w ork to master spells of
discernment, remote viewing, supernatural knowledge,
and foresight.

D iv in a t io n Sa v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
gold and time you must spend to copy a divination spell
into your spellbook is halved.

Portent
Starting at 2nd level w hen you c h o o s e this sch ool,
glim pses o f the future begin to press in on your
awareness. W hen you finish a long rest, roll tw o d20s
and record the num bers rolled. You can replace any
attack roll, saving throw, or ability check made by you or
a creature that you can see with one o f these foretelling
rolls. You must choose to do so before the roll, and you
can replace a roll in this w ay only on ce per turn.

Each foretelling roll can be used only once. W hen you
finish a long rest, you lose any unused foretelling rolls.

Exp e r t D iv in a t io n
B egin ning at 6th level, casting divination sp ells co m e s
s o easily to you that it expends only a fraction o f your
spellcasting efforts. W hen you cast a divination spell
o f 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.

T h e T h ir d Eye
Starting at 10th level, you can use your action to
increase your pow ers o f perception. W hen you do so,

ch oose one o f the follow ing benefits, w hich lasts until On a su ccessfu l save, you can’t use this feature on the
you are incapacitated or you take a short or long rest. attacker again until you finish a long rest.
You can’t use the feature again until you finish a rest.
You must ch oose to use this feature before knowing
Darkvision. You gain darkvision out to a range o f 60 w hether the attack hits or m isses. Creatures that can’t
feet, as described in chapter 8. be charm ed are im m une to this effect.

E thereal Sight. You can see into the Ethereal Plane Sp l it E n c h a n t m e n t
within 60 feet of you. Starting at 10th level, w hen you cast an enchantm ent
spell o f 1st level or higher that targets only one creature,
Greater Comprehension. You can read any language. you can have it target a se co n d creature.
S ee Invisibility. You can see invisible creatures and
objects within 10 feet o f you that are within line o f sight. A lte r M e m o r ie s
At 14th level, you gain the ability to m ake a creature
G reater Portent unaw are o f your m agical influence on it. W h en you cast
Starting at 14th level, the vision s in your dream s an enchantment spell to charm one or m ore creatures,
intensify and paint a m ore accurate picture in your mind you can alter on e creatu re’s understanding s o that it
o f what is to com e. You roll three d20s for your Portent remains unaware of being charmed.
feature, rather than two.
Additionally, once before the spell expires, you can
Sch ool of En ch an tm en t use your action to try to make the chosen creature
forget som e o f the tim e it spent charm ed. The creature
As a m em ber of the School of Enchantment, you have must succeed on an Intelligence saving throw against
honed your ability to magically entrance and beguile your w izard spell save DC or lose a number of hours
other people and monsters. Som e enchanters are o f its m em ories equal to 1 + your Charism a m odifier
peacem akers w h o bew itch the violent to lay dow n their (m inim um 1). You can m ake the creature forget less
arm s and charm the cruel into show ing mercy. Others time, and the am ount o f time can’t exceed the duration
are tyrants w ho m agically bind the unwilling into their of your enchantment spell.
service. M ost enchanters fall som ew h ere in betw een.
Sch o o l of Evo catio n
E n c h a n t m e n t Sa v a n t
B egin ning w hen you select this sch o o l at 2nd level, the You focus your study on m agic that creates pow erful
gold and time you must spend to copy an enchantment elemental effects such as bitter cold, searing flame,
spell into your sp ellbook is halved. rolling thunder, crackling lightning, and burning acid.
S om e evokers find em ploym ent in military forces,
H y p n o t ic G aze serving as artillery to blast enem y arm ies from afar.
Starting at 2nd level w hen you c h o o s e this sch ool, your Others use their spectacular pow er to protect the weak,
soft w ords and enchanting gaze can magically enthrall while som e seek their ow n gain as bandits, adventurers,
another creature. A s an action, ch oose one creature that or aspiring tyrants.
you can see within 5 feet of you. If the target can see or
hear you, it must su cce e d on a W isd om saving throw Ev o c a t io n Sa v a n t
against your wizard spell save DC or be charm ed by you B egin ning w hen you select this sch o o l at 2nd level, the
until the end o f your next turn. The charm ed creature’s gold and time you must spend to copy an evocation spell
speed drops to 0, and the creature is incapacitated and into your spellbook is halved.
visibly dazed.
Sc u l p t Spells
On subsequent turns, you can use your action to B egin ning at 2nd level, you can create pock ets o f
m aintain this effect, extending its duration until the relative safety within the effects o f your evocation spells.
end o f your next turn. However, the effect ends if you W hen you cast an evocation spell that affects other
m ove m ore than 5 feet away from the creature, if the creatures that you can see, you can ch oose a number
creature can neither see nor hear you, or if the creature of them equal to 1 + the spell’s level. T he chosen
takes damage. creatures automatically succeed on their saving throws
against the spell, and they take no damage if they would
O nce the effect ends, or if the creature su cceed s on its norm ally take half dam age on a successful save.
initial saving throw against this effect, you can ’t use this
feature on that creature again until you finish a long rest. Po t e n t C a n t r ip
Starting at 6th level, your dam aging cantrips affect
In st in c t iv e C h a r m even creatures that avoid the brunt o f the effect. W hen
B egin ning at 6th level, w hen a creature you can see a creature succeeds on a saving throw against your
within 30 feet of you m akes an attack roll against cantrip, the creature takes h alf the cantrip’s dam age (if
you, you can use your reaction to divert the attack, any) but suffers no additional effect from the cantrip.
provided that another creature is w ithin the attack’s
range. The attacker must make a W isdom saving throw E m po w ered Ev o c a t io n
against your w izard spell save DC. On a failed save, B egin ning at 10th level, you can add your Intelligence
the attacker must target the creature that is closest m odifier to the damage roll of any w izard evocation
to it, not including you or itself. If multiple creatures spell you cast.
are closest, the attacker ch ooses w hich one to target.

O verchannel choice. The cantrip doesn’t count against your number
Starting at 14th level, you can in crease the pow er o f of cantrips known.
your simpler spells. W hen you cast a wizard spell of
5th level or lower that deals damage, you can deal W h en you cast minor illusion, you can create both a
m axim um dam age with that spell. sound and an im age with a single casting o f the spell.

The first time you do so, you suffer no adverse effect. M a l l e a b l e I llu sio n s
If you use this feature again before you finish a long Starting at 6th level, w hen you cast an illusion spell that
rest, you take 2 d 12 necrotic dam age for each level of has a duration of 1 minute or longer, you can use your
the spell, im m ediately after you cast it. E ach tim e you action to change the nature o f that illusion (using the
use this feature again before finishing a long rest, the sp ell’s n orm al param eters for the illusion), provided that
n ecrotic dam age per spell level in creases by 1d 12. This you can see the illusion.
dam age ignores resistance and immunity.
Illu so ry Self
S c h o o l of Illu sio n B egin ning at 10th level, you can create an illusory
duplicate o f yourself as an instant, almost instinctual
You focus your studies on m agic that dazzles the reaction to danger. W hen a creature m akes an attack
senses, befuddles the mind, and tricks even the w isest roll against you, you can use your reaction to interpose
folk. Your m agic is subtle, but the illusions crafted by the illusory duplicate betw een the attacker and
your keen m ind make the im possible seem real. Som e yourself. The attack automatically m isses you, then the
illusionists—including m any gnom e w izards—are illusion dissipates.
benign tricksters w ho use their spells to entertain.
Others are m ore sinister masters of deception, using O nce you u se this feature, you ca n ’t u se it again until
their illusions to frighten and fool others for their you finish a short or long rest.
personal gain.
Illu so ry R e a l it y
Il l u sio n Sa v a n t By 14th level, you have learned the secret o f w eaving
B egin ning w hen you select this sch o o l at 2nd level, the shadow m agic into your illusions to give them a sem i-
gold and time you must spend to copy an illusion spell reality. W h en you cast an illusion spell o f 1st level or
into your spellbook is halved. higher, you can ch oose one inanimate, nonm agical
object that is part o f the illusion and m ake that object
I m pr o v e d M in o r Illu sio n real. You can do this on your turn as a bonus action
W h en you c h o o s e this sch ool at 2nd level, you learn while the spell is ongoing. The object rem ains real for
the minor illusion cantrip. If you already k n ow this 1 minute. For example, you can create an illusion o f a
cantrip, you learn a different w izard cantrip o f your bridge over a chasm and then m ake it real long en ough
for your allies to cross.

The object can’t deal dam age or otherwise
directly harm anyone.

Sch ool of N ecrom an cy

The School of N ecrom ancy explores the cosm ic forces
o f life, death, and undeath. A s you focus your studies in
this tradition, you learn to manipulate the energy that
anim ates all living things. As you progress, you learn to
sap the life force from a creature as your m agic destroys
its body, transform ing that vital energy into m agical
pow er you can manipulate.

Most people see necrom ancers as menacing, or even
villainous, due to the close association with death.
Not all necrom ancers are evil, but the forces they
manipulate are considered taboo by many societies.

N e c r o m a n c y Sa va n t
B egin ning w hen you select this sch o o l at 2nd level, the
gold and time you must spend to copy a necrom ancy
spell into your spellbook is halved.

G r im H a r v e st
At 2nd level, you gain the ability to reap life energy from
creatures you kill with your spells. O nce per turn when
you kill one or m ore creatures w ith a spell of 1st level
or higher, you regain hit poin ts equal to tw ice the sp ell’s
level, or three tim es its level if the spell b elon gs to the
S ch ool o f N ecrom ancy. You don ’t gain this benefit for
killing constructs or undead.

U ndead T hralls you spend perform ing the procedure, you can transform
At 6th level, you add the animate dead spell to your up to 1 cubic foot o f material. After 1 hour, or until you
sp ellb ook if it is not there already. W h en you cast lose your concentration (as if you w ere concentrating on
animate dead, you can target one additional corp se a spell), the material reverts to its original substance.
or pile of bones, creating another zom bie or skeleton,
as appropriate. T r a n s m u t e r ’s St o n e
Starting at 6th level, you can spend 8 hours creating a
W henever you create an undead using a necrom ancy transm uter’s stone that stores transmutation m agic. You
spell, it has additional benefits: can benefit from the stone y ou rself or give it to another
creature. A creature gains a benefit of your choice
• T h e creatu re’s hit point m axim u m is in creased by an as long as the stone is in the creature’s possession.
am ount equal to your w izard level. W hen you create the stone, ch oose the benefit from the
following options:
• T h e creature adds your proficiency bon u s to its
w eapon dam age rolls. • Darkvision out to a range o f 60 feet, as described in
chapter 8
Inured to U ndeath
B egin n in g at 10th level, you have resistan ce to n ecrotic • An increase to speed o f 10 feet w hile the creature is
dam age, and your hit point m axim u m can't be reduced. u nencum bered
You have spent so much time dealing with undead and
the forces that anim ate them that you have b ecom e • Proficiency in Constitution saving throws
inured to som e of their w orst effects. • R esistan ce to acid, cold, fire, lightning, or thunder

C om m and Undead damage (your choice whenever you ch oose this
Starting at 14th level, you can use m a gic to bring benefit)
undead under your control, even those created by other
w izards. A s an action, you can ch oose one undead that Each time you cast a transmutation spell o f 1st level
you can see within 60 feet of you. That creature must or higher, you can change the effect o f your stone if the
make a Charisma saving throw against your wizard stone is on your person.
spell save DC. If it su cceed s, you ca n ’t u se this feature
on it again. If it fails, it b e c o m e s friendly to you and If you create a n ew transm uter’s stone, the previous
obeys your com m ands until you use this feature again. one ceases to function.

Intelligent undead are harder to control in this way. Sh a p e c h a n g e r
If the target has an Intelligence o f 8 or higher, it has At 10th level, you add the polymorph spell to your
advantage on the saving throw. If it fails the saving sp ellbook , if it is not there already. You can cast
th row and h as an Intelligence o f 12 or higher, it can polymorph without expending a spell slot. W h en you
repeat the saving th row at the end o f every h our until it do so, you can target only yourself and transform into a
succeeds and breaks free. beast w hose challenge rating is 1 or lower.

Sch o o l of T ran sm u tatio n O nce you cast polymorph in this way, you ca n ’t do so
again until you finish a short or long rest, though you
You are a student of spells that m odify energy and matter. can still cast it n orm ally using an available spell slot.
To you, the w orld is not a fixed thing, but eminently
mutable, and you delight in being an agent o f change. M aster T ransm uter
You wield the raw stuff o f creation and learn to alter both Starting at 14th level, you can u se your action to
physical form s and mental qualities. Your m agic gives consum e the reserve of transmutation m agic stored
you the tools to b e co m e a smith on reality’s forge. w ithin your transm uter’s stone in a single burst. W hen
you do so, choose one of the following effects. Your
Som e transmuters are tinkerers and pranksters, transm uter’s stone is destroyed and ca n ’t be rem ade
turning people into toads and transform ing copper into until you finish a long rest.
silver for fun and occasional profit. Others pursue their
m agical studies with deadly seriousness, seeking the Major Transformation. You can transm ute one
pow er o f the gods to m ake and destroy worlds. n on m agica l ob ject—no larger than a 5-foot cu b e —into
another nonm agical object of similar size and m ass and
T r a n s m u t a t io n Sa v a n t o f equal or lesser value. You must spend 10 minutes
B egin ning w hen you select this sc h o o l at 2nd level, the h andling the ob ject to transform it.
gold and time you must spend to copy a transmutation
spell into your spellbook is halved. Panacea. You rem ove all curses, diseases, and poisons
affecting a creature that you touch with the transm uter’s
M in o r A lc h e m y stone. The creature also regains all its hit points.
Starting at 2nd level w hen you select this sch ool, you
can tem porarily alter the physical properties o f one Restore Life. You cast the raise dead spell on a
n onm agical object, changin g it from on e su bstance into creature you touch with the transm uter’s stone, without
another. You perform a special alchem ical procedure expending a spell slot or needing to have the spell in
on one object com posed entirely o f w ood, stone (but not your spellbook.
a gem stone), iron, copper, or silver, transform ing it into
a different one o f those materials. For each 10 minutes Restore Youth. You touch the transm uter’s stone to
a w illing creature, and that creatu re’s apparent age is
red u ced by 3 d 10 years, to a m inim um o f 13 years. This
effect d oesn ’t extend the creatu re’s lifespan.

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WAR MIIGE

ARCANE TRADITION In great battles, a war mage often works with evokers,
abjurers, and other types of wizards. Evokers, in par­
At 2nd level, a wizard gains the Arcane Tradition fea­ ticular, sometimes tease war mages for splitting their
ture. The following War Magic option is available to a attention between offense and defense. A war mage's
wizard, in addition to the options offered in the Play­ typical response: "What good is being able to throw a
er's Handbook. mighty fireball if I die before I can cast it?"

WAR MAGIC WAR MAGIC FEATURES

A variety of arcane colleges specialize in training wiz­ Wizard Level Feature
ards for war. The tradition of War Magic blends princi­ 2nd Arcane Deflection, Tactical Wit
ples of evocation and abjuration, rather than specializ­ 6th Power Surge
ing in either of those schools. It teaches techniques that 10th Durable Magic
empower a caster's spells, while also providing methods 14th Deflecting Shroud
for wizards to bolster their own defenses.
ARCANE DEFLECTION
Followers of this tradition are known as war mages. At 2nd level, you have learned to weave your magic to
They see their magic as both a weapon and armor, a re­ fortify yourself against harm. When you are hit by an at­
source superior to any piece of steel. War mages act fast tack or you fail a saving throw, you can use your reaction
in battle, using their spells to seize tactical control of a to gain a +2 bonus to your AC against that attack or a +4
situation. Their spells strike hard, while their defensive bonus to that saving throw.
skills foil their opponents' attempts to counterattack.
War mages are also adept at turning other spellcasters' When you use this feature, you can't cast spells other
magical energy against them. than cantrips until the end of your next turn.

CHAPTER 1 I CHARACTER OPTTONS

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0

TACTICAL WIT Once per turn when you deal damage to a creature
Starting at 2nd level, your keen ability to assess tacti cal or object with a wizard spell, you can spend o ne power
s ituations a llows you to act quickly in battle. You can surge to deal extra force damage to that target. T he ex-
give yourself a bonus to your initiative rolls equal to your tra damage equals half your wizard level.
Intelligence modifie r.
DURABLE MAGIC
POWER SURGE Beginning at 10th level, the magic you channel helps
ward off harm. While you maintain concentration on a
Starting at 6th level, you can store magical e nergy spell, you have a +2 bonus to AC and all saving throws.
within you rself to later empower your damaging s pe lls.
In its stored form, this energy is called a power surge. DEFLECTING SHROUD
At 14th level, your Arcane Deflection becomes infused
You can store a ma ximum number of power surges with deadly magic. When you use your Arcane Deflec-
equal to your Intelligence modifier (minimum of one). tion feature, you can cause magical e nergy to arc from
Whenever you finis h a long rest, you r number of powe r you. Up to three creatures of your choice that you can
surges resets to one. Whenever you successfully end see within 60 feet of you each take force damage equal
a spell with dispel magic or counterspell, you gain o ne to ha lf you r wizard level.
power surge, as you steal magic from the spell you
foiled. If you end a s hor t rest with no power su rges, you
gain one power s urge.

MAGE SIGILS

Wizards and many other arcane spellcasters develop a
signature rune, which they use to identify their belongings,
sign as their name, and warn others. As a mage gains in
power, more individuals recognize the sigil and connect
it with a mighty spellcaster, not to be trifled with. Some
mage sigils are used in conjunction with spells such as
glyph ofwarding, which enforces the tendency of ordinary
people to shy away from items marked by such sigils.
There are folktales, in fact, about the gods themselves
punishing a person who misuse's a wizard's sigil-prepos­
terous tales that were most likely started by wizards
themselves. There is no set penalty for violating another
mage's signature sigil or using it without permission.
Powerful mages tend to punish such activity themselves to
discourage further use.

Apprentice wizards in Faerun are reminded of the
dangers of misusing another spellcaster's sigil by a rhyme:
"Whenever magic one doth weave / 'Tis never, ever, wise
to deceive."

ARCANE TRADITION elegant maneuvers that fend off harm and allow the
bladesinger to channel magic into devastating attacks
Wizards in the Forgotten Realms have the following and a cunning defense.
Arcane Tradition option, in addition to those in the Play­
er's Handbook. RESTRICTION: ELVES ONLY
Only elves and half-elves can choose the bladesinger
BLADESINGING arcane tradition. In the world of Faerfin, elves closely
guard the secrets of bladesinging.
Bladesingers are elves who bravely defend their people
and lands. They are elf wizards who master a school of Your DM can lift this restriction to better suit the cam­
sword fighting grounded in a tradition of arcane magic. paign. The restriction reflects the story of bladesingers
In combat, a bladesinger uses a series of intricate, in the Forgotten Realms, but it might not apply to your
DM's setting or your DM's version of the Realms.

CHAPTER 4 I CLASSES

BLADESINGER STYLES While your Bladesong is active, you gain the follow­
ing benefits:
From its inception as a martial and magical art, Bladesing­
ing has been tied to the sword, more specifically the You gain a bonus to your AC equal to your Intelligence
longsword. Yet many generations of study gave rise to modifier (minimum of +l).
various styles of Bladesinging based on the melee weapon • Your walking speed increases by 10 feet.
employed. The techniques of these styles are passed from You have advantage on Dexterity (Acrobatics) checks.
master to students in small schools, some of which have • You gain a bonus to any Constitution saving throw
a building dedicated to instruction. Even the newest styles you make to maintain your concentration on a
are hundreds of years old, but are still taught by their orig­ spell. The bonus equals your Intelligence modifier
inal creators due to the long lives of elves. Most schools of (minimum of+l).
Bladesinging are in Evermeet or Evereska. One was started
in Myth Drannor, but the city's destruction has scattered You can use this feature twice. You regain all ex­
those students who survived. pended uses of it when you finish a short or long rest.

Styles of Bladesinging are broadly categorized based on EXTRA ATTACK
the type of weapon employed, and each is associated with
a category of animal. Within that style are specializations Starting at 6th level, you can attack twice, instead of
named after specific animal types, based on the types of once, whenever you take the Attack action on your turn.
spells employed, t,he techniques of the master, and the
particular weapon used. Bladesingers who apprentice SONG OF DEFENSE
to a master typically get a tattoo of their chosen style's
animal. Some bladesingers learn multiple styles and bear Beginning at 10th level, you can direct your magic to ab­
many tattoos, wearing a warning on their skin of their sorb damage while your Bladesong is active. When you
deadly skills. take damage, you can use your reaction to expend one
spell slot and reduce that damage to you by an amount
Cat. Styles that employ a sword belong to this family. equal to five times the spell slot's level.

The lion style, the eldest, trains practitioners in the use SONG OF VICTORY
of the longsword and doesn't favor any particular type of Starting at 14th level, you add your Intelligence modifier
spells. Leopard style focuses on the shortsword and spells (minimum of +1) to the damage of your melee weapon
of illusion and stealth. Red tiger, a style just three centuries attacks while your Bladesong is active.
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 pick, and spells associ­
ated 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.

TRAINING IN WAR AND SONG

When you adopt this tradition at 2nd level, you gain pro­
ficiency 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

Starting at 2nd level, you can invoke a secret elven
magic called the Bladesong, provided that 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 incapac­
itated, 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 the Bladesong at any time you
choose (no action required).

CHAPTER 4 I CLASSES

Wizard Traditions You must finish a short rest, then spend 10 minutes with
parchment, quill, and ink to create a spell scroll containing
At 2nd level, a wizard gains the Arcane Tradition feature. one spell chosen from those you know. Subtract the spell’s
Here are new options for that feature: the Artificer, the Lore level from the total levels worth of slots you regain using
Mastery and the Theurgy. Arcane Recovery. This reduction to your Arcane Recovery
applies until you use the scroll and then finish a long rest.
Artificer
Artificers are a key part of the world of Eberron. They Infuse Weapons and Armor
illustrate the evolution of magic from a wild, unpredictable
force to one that is becoming available to the masses. Magic Beginning at 6th level, you can produce magic weapons and
items are part of everyday life in the Five Nations of armor. You spend 10 minutes focusing your magic on a
Khorvaire; with an artificer in your party, they become part of mundane weapon, suit of armor, shield, or bundle of twenty
every adventuring expedition. pieces of ammunition, and expend a spell slot to infuse it with
magical energy. The magic item retains its enhancement for
Infuse Potions 8 hours or until used (in the case of magic ammunition). You
can infuse only one item at a time; if you infuse a second one,
Starting at 2nd level, you can produce magic potions. You the first immediately loses its potency. Once you have
spend 10 minutes focusing your magic on a vial of mundane expended a spell slot to create such an item, you cannot
water and expend a spell slot to transform it into a potion. regain that slot until the item becomes nonmagical.
Once you have expended a spell slot to create a potion, you
cannot regain that slot until the potion is consumed or after 1 The spell slot you expend determines the type of weapon,
week, at which time the potion loses its effectiveness. You can armor, or shield you can create.
create up to three potions at a time; creating a fourth potion
causes the oldest currently active one to immediately lose its Spell Slot Item Created
potency. If that potion has been consumed, its effects 2nd +1 ammunition (20 pieces)
immediately end. 3rd +1 weapon or +1 shield
4th +1 armor
The spell slot you expend determines the type of potion you 5th +2 weapon or +2 ammunition (20 pieces)
can create. See chapter 7 of the Dungeon Master’s Guide for 6th +2 armor
complete rules on potions.
Superior Artificer
Spell Slot Potion Created
1st Climbing, growth, or healing Starting at 10th level, you can create a second magic weapon,
2nd Mind reading or greater healing suit of armor, shield, or bundle of ammunition using your
3rd Invisibility, superior healing, or water breathing Infuse Weapons and Armor ability. Attempting to infuse a
4th Resistance third item causes the oldest one to immediately lose its
potency.
Infuse Scrolls
You can also create one additional potion or scroll using
At 2nd level, you can also tap into your reserves of magical Infuse Potions or Infuse Scrolls.
energy to create spell scrolls. You can use your Arcane
Recovery ability to create a scroll instead of regaining Master Artificer
expended spell slots.
On reaching 14th level, your mastery of arcane magic allows
you to produce a variety of magic items. You can create a
single item chosen from Magic Item Tables A and B in
chapter 7 of the Dungeon Master’s Guide. It takes you 1 week
to produce such an item, and you must rest for 1 month
before using this ability to craft another item.

SUB-CLASSES | WIZARD TRADITIONS

74

Lore Mastery Alchemical Casting
Lore Mastery is an arcane tradition fixated on understanding
the underlying mechanics of magic. It is the most academic At 6th level, you learn to augment spells in a variety of ways.
of all arcane traditions. The promise of uncovering new When you cast a spell with a spell slot, you can expend one
knowledge or proving (or discrediting) a theory of magic is additional spell slot to augment its effects for this casting,
usually required to rouse its practitioners from their mixing the raw stuff of magic into your spell to amplify it. The
laboratories, academies, and archives to pursue a life of effect depends on the spell slot you expend.
adventure.
An additional 1st-level spell slot can increase the spell’s
Known as savants, followers of this tradition are a bookish raw force. If you roll damage for the spell when you cast it,
lot who see beauty and mystery in the application of magic. increase the damage against every target by 2d10 force
The results of a spell are less interesting to them than the damage. If the spell can deal damage on more than one turn,
process that creates it. Some savants take a haughty attitude it deals this extra force damage only on the turn you cast the
toward those who follow a tradition focused on a single spell.
school of magic, seeing them as provincial and lacking the
sophistication needed to master true magic. Other savants An additional 2nd-level spell slot can increase the spell’s
are generous teachers, countering ignorance and deception range. If the spell’s range is at least 30 feet, it becomes 1
with deep knowledge and good humor. mile.

Lore Master An additional 3rd-level spell slot can increase the spell’s
potency. Increase the spell’s save DC by 2.
Starting at 2nd level, you become a compendium of
knowledge on a vast array of topics. Your proficiency bonus is Prodigious Memory
doubled for any ability check you make that uses the Arcana,
History, Nature, or Religion skill if you are proficient in that At 10th level, you have attained a greater mastery of spell
skill. preparation. As a bonus action, you can replace one spell you
have prepared with another spell from your spellbook. You
In addition, your analytical abilities are so well-honed that can’t use this feature again until you finish a short or long
your initiative in combat can be driven by mental agility, rest.
rather than physical agility. When you roll initiative, it is
either an Intelligence check or a Dexterity check for you (your Master of Magic
choice).
At 14th level, your knowledge of magic allows you to
Spell Secrets duplicate almost any spell. As a bonus action, you can call to
mind the ability to cast one spell of your choice from any
At 2nd level, you master the first in a series of arcane secrets class’s spell list. The spell must be of a level for which you
uncovered by your extensive studies. have spell slots, you mustn’t have it prepared, and you follow
the normal rules for casting it, including expending a spell
When you cast a spell with a spell slot and the spell deals slot. If the spell isn’t a wizard spell, it counts as a wizard spell
acid, cold, fire, force, lightning, necrotic, radiant, or thunder when you cast it. The ability to cast the spell vanishes from
damage, you can substitute that damage type with one other your mind when you cast it or when the current turn ends.
type from that list (you can change only one damage type per
casting of a spell). You replace one energy type for another by You can’t use this feature again until you finish a long rest.
altering the spell’s formula as you cast it.

When you cast a spell with a spell slot and the spell
requires a saving throw, you can change the saving throw
from one ability score to another of your choice. Once you
change a saving throw in this way, you can’t do so again until
you finish a short or long rest.

Altering Spells

While the Spell Secrets feature offers increased versatility, at
the table its effects can be difficult to spot by the other
players. If you’re playing a savant, take a moment to describe
how you alter your spells. Think of a signature change your
character is particularly proud of. Be inventive, and make the
game more fun for everyone by playing up the sudden,
unexpected tricks you character can employ. For example, a
fireball transformed to require a Strength save might become a
sphere of burning rock that shatters and slams into its target.
A charm person that requires a Constitution save might take
the form of a vaporous narcotic that alters the target’s mood.

SUB-CLASSES | WIZARD TRADITIONS

75

Theurgy Channel Arcana
A number of deities claim arcane magic as their domain.
While the idea of a divine being embracing such power might At 2nd level, you gain the ability to channel arcane energy
seem contradictory, magic is as much a part of the fabric of directly from your deity, using that energy to fuel magical
the cosmos as wind, fire, lightning, and all other primal effects. You start with two such effects: Divine Arcana and the
forces. Just as there are deities of the sea and gods of Channel Divinity option granted at 2nd level by your chosen
warfare, the arcane arts feature their own divine patrons. domain. You employ that Channel Divinity option by using
your Channel Arcana ability.
Such deities often have clerics, but many gods of magic bid
their followers to take up the study of wizardry. These When you use your Channel Arcana, you choose which
religious magic-users follow the arcane tradition of Theurgy, effect to create. You must then finish a short or long rest to
and are commonly known as theurgists. Such spellcasters use your Channel Arcana again.
are as dedicated and scholarly as any other wizard, but they
blend their arcane study with religious teachings. Some Channel Arcana effects require saving throws. When
you use such an effect, the save DC equals your wizard spell
Divine Inspiration save DC.

When you select this tradition at 2nd level, pick a divine Beginning at 6th level, you can use your Channel Arcana
domain from your chosen deity’s list of eligible domains. twice between rests, and beginning at 18th level, you can use
Alternatively, the following domains are thematically it three times between rests. When you finish a short or long
appropriate and easily compatible with the theurgist concept: rest, you regain your expended uses.

Arcana (From the Sword Coast Adventurers’ Guide.) When you gain further uses for Channel Divinity from your
Knowledge domain, you can employ them by using your Channel Arcana
Light ability.

Arcane Initiate Channel Arcana: Divine Arcana

Beginning when you select this tradition at 2nd level, As a bonus action, you speak a prayer to control the flow of
whenever you gain a wizard level, you can choose to replace magic around you. The next spell you cast gains a +2 bonus
one of the wizard spells you add to your spellbook with a to its attack roll or saving throw DC, as appropriate.
cleric domain spell for your chosen domain. The spell must
be of a level for which you hve spell slots. Arcane Acolyte

If you add all of your domain spells to your spellbook, you At 6th level, you gain your chosen domain’s 1st level benefits.
can subsequently opt to add any spell from the cleric spell list However, you do not gain any weapon or armor proficiencies
instead. The spell must still be of a level for which you hve from your domain.
spell slots.
Arcane Priest
Other wizards cannot copy cleric spells from your
spellbook into their own spellbooks. At 10th level, you gain your chosen domain’s 6thlevel benefits.
Your faith and your understanding of magic allow you to delve
into your god’s secrets.

Arcane High Priest

At 14th level, you gain your chosen domain’s 17thlevel
benefits. Your academic nature and understanding of magic
and doctrine allow you to master this ability sooner than a
cleric of your domain.

SUB-CLASSES | WIZARD TRADITIONS

76

Arcane Tradition Extract Name

At 2nd level, a wizard gains the Arcane Tradition 2nd-level Onomancy feature
feature. Here is a playtest option for that feature:
the tradition of Onomancy. You can magically compel a creature to divulge
its true name. As a bonus action, you target one
Onomancy creature you can see within 60 feet of you. The
target must make a Wisdom saving throw
Practitioners of magic well know the power of against your spell save DC. On a successful save,
names, but wizards who follow the tradition of you discern that this magic failed, and you can’t
Onomancy use their magic to manipulate the use this feature on the target again. On a failed
words that encompass existence. Onomancers save, the target is charmed by you until the end
expand their study into language itself, searching of your next turn, and you mentally learn the
for threads of magical significance that weave charmed target’s name or the fact that the target
through names. Something that is named stands lacks a name.
out in the multiverse, distinct from the tapestry You can use this feature a number of times
of creation all around it. equal to your Intelligence modifier (minimum of
That distinction creates power that once), and you regain all expended uses of it
onomancers seek to tap. By speaking a target’s when you finish a long rest.
true name, the wizard’s spells slip between the
cracks of the target’s defenses, conforming to its Fateful Naming
essential nature through the power of its name.
To protect themselves, wizards who follow this 2nd-level Onomancy feature
tradition often hide their true names, typically
by adopting monikers and pseudonyms. You can bend magic to assist or hinder creatures
through the power of their true names, and even
True Names use those names as an anchor to affect others
around them. The bane and bless spells are
Onomancy, or naming magic, is a method of spellcasting wizard spells for you, and you add them to your
that uses a creature’s true name to enhance a spell’s spellbook. You always have them prepared, yet
effects. A true name is the name by which a self-aware they don’t count against the number of spells
creature identifies itself. This name might be the name a you can prepare.
person was given at birth, or one a person chose or You can cast either spell without expending a
earned later in life. Whatever a name’s origin, the spell slot if you speak the true name of one
simplest way for you to know your true name is to think target of the spell as part of casting it. You can
truthfully about yourself and then think, “My name is …” cast the spells in this way a number of times
Your true name is how you finish that sentence. equal to your Intelligence modifier (a minimum
of once), and you regain all expended uses when
You can try to hide your true name by using a you finish a long rest.
pseudonym, but you must be wary not to inhabit that
false name too deeply. If a false name comes to be the Resonant Utterance
best expression of who you are, it becomes your true
name. Changing one’s true name is never a quick choice; 6th-level Onomancy feature
it’s something that happens over time as a name
becomes the creature’s truth. You learn words of power called Resonants,
which allow you to tailor your spells through the
As a quick guide, a creature has a true name if it use of a target’s true name.
understands at least one language or it has an Resonants Known. When you gain this
alignment. feature, you learn two Resonants of your choice,
which are detailed in the “Resonant Options”
Bonus Proficiencies section. Each time you gain a level in this class,
you can replace one resonant you know with a
2nd-level Onomancy feature different one.
Using a Resonant. You can use one Resonant
You learn one language of your choice and gain when you cast a wizard spell with a spell slot and
proficiency with calligrapher’s tools. speak the true name of one creature targeted by
the spell. Speaking the name is part of casting
©2019 Wizards of the Coast LLC the spell.

4

You can use Resonants a number of times 5
equal to half of your wizard level (round down),
and you regain all expended uses when you
finish a long rest.
Resonant Options. Here are your options
when choosing a Resonant:

Absorption. When you cast a spell that deals
damage to the named target, you gain 3d6
temporary hit points. The number of
temporary hit points you gain increases by
1d6 when you reach 10th level (4d6) and 14th
level (5d6) in this class.

Devastation. If the spell requires the named
creature to make a saving throw, that creature
has disadvantage on the first save it makes
against the spell.

Dissolution. The first time the named creature
takes damage from the spell, that creature
takes an extra 2d8 force damage. The extra
force damage increases by 1d8 when you
reach 10th level (3d8) and 14th level (4d8) in
this class.

Nullification. If the named target is affected by
any other spells, you know what those spells
are, and you can attempt to end one of your
choice by succeeding on an Intelligence check
with a DC equal to 10 + the level of the chosen
spell.

Puppetry. The first time the named creature
takes damage from the spell, you can knock the
creature prone or move it up to 10 feet, either
directly toward you or away from you.

Sympathy. If the named creature is within range
of the spell, you can target the creature with
the spell even if you can’t see the creature or it
has total cover against the spell.

Inexorable Pronouncement

10th-level Onomancy feature

You learn two new Resonants of your choice
from your Resonant Utterance feature.

Relentless Naming

14th-level Onomancy feature

You have learned how to bypass a named
creature’s defenses against certain types of
damage. When you cast a spell that deals damage
to a creature whose true name you speak as part
of casting the spell, you can cause the spell to
deal force or psychic damage to the creature,
instead of the spell’s normal damage type.

©2019 Wizards of the Coast LLC

C LAS S : ARTI FICER QUICK BUILD

Masters of unlocking magic in everyday objects, ar­ You can make an artificer quickly by following these
tificers are supreme inventors. They see magic as a suggestions. First, put your highest ability score in Intel­
complex system waiting to be decoded and controlled. ligence, followed by Constitution or Dexterity. Second,
Artificers use tools to channel arcane power, crafting choose the guild artisan background.
magical objects. To cast a spell, an artificer could use al­
chemist's supplies to create a potent elixir, calligrapher's OPTIONAL RULE: MULTICLASSING
supplies to inscribe a sigil of power on an ally's armor,
or tinker's tools to craft a temporary charm. The magic If your group uses the optional rule on multiclassing in
of artificers is tied to their tools and their talents. the Player's Handbook, here's what you need to know if
you choose artificer as one ofyour classes.
ARCANE S C I EN C E
Ability Score Minimum. As a multiclass character,
I n the world o f Eberron, arcane magic has been har­ you must have at least an Intelligence score of 1 3 to take
nessed as a form of science and deployed throughout a level in this class, or to take a level in another class if
society. Artificers reflect this development. Their knowl­ you are already an artificer.
edge of magical devices, and their ability to infuse mun­
dane items with magic, allows Eberron's most miracu­ Proficiencies Gained. If artificer isn't your initial
lous projects to continue. class, here are the proficiencies you gain when you take
your first level as an artificer: light armor, medium ar­
During the Last War, artificers were marshaled on a mor, shields, thieves' tools, tinker's tools.
massive scale. Many lives were saved because of the in­
ventions of brave artificers, but countless lives were also Spell Slots. Add half your levels (rounded up) in
lost because of the mass destruction unleashed by their the artificer class to the appropriate levels from other
creations. classes to determine your available spell slots.

SEEKERS OF NEW LORE C LA S S FEATURE S

Nothing excites a n artificer quite like uncovering a new As an artificer, you gain the following class features.
metal or discovering a source of elemental energy. In
artificer circles, new inventions and strange discoveries HIT POINTS
create the most excitement. Artificers who wish to make
their mark must innovate, creating something fresh, Hit Dice: ld8 per artificer level
rather than iterating on familiar designs. Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: ld8 (or 5) + your Constitu-
This drive for novelty pushes artificers to become ad­
venturers. Eberron's main travel routes and populated tion modifier per artificer level after 1st
regions have long since been explored. Thus, artificers
seek the frontiers of civilization in hopes of making the PROFICIENCIES
next great discovery in arcane research.
Armor: Light armor, medium armor, shields
C REATING AN ARTIF I C E R Weapons: Simple weapons
Tools: Thieves' tools, tinker's tools, one type of artisan's
When creating a n artificer, think about your character's
relationship with the artisan who taught them their tools of your choice
craft. Does the character have a rival? Talk to your DM
about the role played by artificers in the campaign and Saving Throws: Constitution, Intelligence
the sort of organizations you might have ties to. Skills: Choose two from Arcana, History, Investigation,

A R T I F I CERS I N O T H E R WO R L DS Medicine, Nature, Perception, Sleight of Hand
Eberron is the world most associated with artificers, yet
the class can be found throughout the D&D m u ltiverse. E QU I P M E N T
In the Forgotten Realms, for example, the island of Lantan
i s home to m a ny artificers, and i n the world of Dragon­ You start with the following equipment, in addition to
lance, tinker gnomes are often members of this class. The the equipment granted by your background:
strange technologies in the Barrier Peaks of the World of
G reyhawk have inspired some fo l k to wal k the path of the • any two simple weapons of your choice
artificer, and in Mystara, various nations employ artificers • a light crossbow and 20 bolts
to keep airs h i ps and other wondrous devices operational. • your choice of studded leather armor or scale mail
In the City of Sigil, artificers share discoveries from • thieves' tools and a dungeoneer's pack
throughout the cosmos, and one in particular-the gnome
i nventor Vi-has ru n a multiverse-span n i ng busi ness from Ifyou forgo this starting equipment, as well as the
there s ince leaving the world of her birth, Eberron. I n the items offered byyour background, you start with 5d4 x
world-city Ravnica, the lzzet League tra i n s n u m erous artifi­ 10 gp to buy your equipment.
cers, the destructiveness of whom is u n paralleled in other
worlds-except, perhaps, by the tinker gnomes of Krynn. OPTIONAL RULE: FIREARM PROFICIENCY

The secrets of creating and operating gunpowder weap­
ons have been discovered in various corners of the D&D
multiverse. If your Dungeon Master uses the rules on
firearms in chapter 9 of the Dungeon Master's Guide
and your artificer has been exposed to the operation of
such weapons, your artificer is proficient with them.

C HAPTER 1 I C HARACTER CREATION
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